From 7c3a24d654bf46d142d57fc225a584ffb5338452 Mon Sep 17 00:00:00 2001 From: Simone Gasparini Date: Mon, 30 Dec 2019 11:12:53 +0100 Subject: [PATCH] [geogram] Update to 1.7.3 --- CMakeLists.txt | 2 +- cmake/platforms/Linux-gcc.cmake | 4 +- src/bin/fpg/CMakeLists.txt | 2 +- src/bin/geobox/CMakeLists.txt | 2 +- src/bin/geocod/CMakeLists.txt | 2 +- src/bin/geocod/main.cpp | 2 +- src/bin/geodump/CMakeLists.txt | 2 +- src/bin/geoshade/CMakeLists.txt | 2 +- src/bin/geoshade/main.cpp | 2 +- src/bin/vorpacomp/CMakeLists.txt | 2 +- src/bin/vorpalite/CMakeLists.txt | 2 +- src/bin/vorpastat/CMakeLists.txt | 2 +- src/bin/vorpaview/CMakeLists.txt | 2 +- .../exploragram/compute_OTM/CMakeLists.txt | 2 +- .../hexdom_pipeline/CMakeLists.txt | 2 +- .../geogram/compute_RVD/CMakeLists.txt | 2 +- .../geogram/compute_delaunay/CMakeLists.txt | 2 +- .../geogram/manifold_harmonics/CMakeLists.txt | 2 +- .../geogram/opennl_LSCM/CMakeLists.txt | 2 +- .../opennl_basic_example/CMakeLists.txt | 2 +- .../geogram/opennl_mesh_smooth/CMakeLists.txt | 2 +- .../geogram/simple_raytrace/CMakeLists.txt | 2 +- .../graphics/demo_Application/CMakeLists.txt | 2 +- .../graphics/demo_Delaunay2d/CMakeLists.txt | 2 +- .../graphics/demo_Delaunay3d/CMakeLists.txt | 2 +- .../graphics/demo_Delaunay3d/main.cpp | 41 +- .../graphics/demo_Evert/CMakeLists.txt | 2 +- .../graphics/demo_GLUP/CMakeLists.txt | 2 +- .../graphics/demo_Raytrace/CMakeLists.txt | 2 +- .../demo_SimpleApplication/CMakeLists.txt | 4 +- src/lib/geogram/NL/nl_cuda.c | 126 +- src/lib/geogram/basic/file_system.h | 2 +- src/lib/geogram/basic/process.h | 2 +- src/lib/geogram/basic/progress.cpp | 17 +- .../geogram/delaunay/periodic_delaunay_3d.cpp | 153 +- .../geogram/delaunay/periodic_delaunay_3d.h | 26 +- src/lib/geogram/image/image_library.cpp | 20 +- src/lib/geogram/lua/lua_wrap.h | 389 + src/lib/geogram/mesh/mesh.cpp | 55 +- src/lib/geogram/mesh/mesh.h | 10 +- src/lib/geogram/numerics/predicates.cpp | 7 +- .../geogram/numerics/predicates/orient4d.h | 143 +- .../geogram/numerics/predicates/orient4d.pck | 61 +- src/lib/geogram/numerics/predicates/side4h.h | 0 .../geogram/parameterization/mesh_LSCM.cpp | 2 +- .../parameterization/mesh_param_packer.cpp | 63 +- .../parameterization/mesh_param_packer.h | 19 +- .../geogram/third_party/xatlas/OLD/xatlas.cpp | 8398 +++++++++ .../geogram/third_party/xatlas/OLD/xatlas.h | 262 + src/lib/geogram/third_party/xatlas/xatlas.cpp | 11334 ++++++------ src/lib/geogram/third_party/xatlas/xatlas.h | 290 +- src/lib/geogram/voronoi/convex_cell.cpp | 13 +- .../geogram_gfx/GLUP/GLUP_context_GLSL.cpp | 16 - src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.h | 3 - .../GLUP/shaders/GLUPGLSL/fragment_shader.h | 4 +- .../shaders/GLUPGLSL/lines_fragment_shader.h | 2 +- .../shaders/GLUPGLSL/points_fragment_shader.h | 2 +- .../GLUP/shaders/GLUPGLSL/vertex_shader.h | 6 +- .../GLUP/shaders/embedded_shaders.cpp | 14 +- src/lib/geogram_gfx/ImGui_ext/imgui_ext.cpp | 20 +- src/lib/geogram_gfx/ImGui_ext/imgui_ext.h | 2 +- src/lib/geogram_gfx/gui/application.cpp | 66 +- src/lib/geogram_gfx/gui/application.h | 6 +- src/lib/geogram_gfx/gui/arc_ball.h | 9 + src/lib/geogram_gfx/gui/console.cpp | 4 +- src/lib/geogram_gfx/gui/console.h | 2 +- .../geogram_gfx/gui/simple_application.cpp | 6 +- src/lib/geogram_gfx/gui/simple_application.h | 2 +- src/lib/geogram_gfx/lua/lua_imgui.cpp | 372 + .../geogram_gfx/third_party/ImGui/OLD/LICENSE | 21 + .../third_party/ImGui/OLD/README.txt | 6 + .../third_party/ImGui/OLD/glup_compat.h | 46 + .../third_party/ImGui/OLD/imconfig.h | 86 + .../third_party/ImGui/OLD/imgui.cpp | 14620 ++++++++++++++++ .../geogram_gfx/third_party/ImGui/OLD/imgui.h | 2397 +++ .../third_party/ImGui/OLD/imgui_demo.cpp | 4741 +++++ .../third_party/ImGui/OLD/imgui_draw.cpp | 3356 ++++ .../ImGui/OLD/imgui_impl_android.cpp | 606 + .../ImGui/OLD/imgui_impl_android.h | 48 + .../third_party/ImGui/OLD/imgui_impl_glfw.cpp | 788 + .../third_party/ImGui/OLD/imgui_impl_glfw.h | 55 + .../ImGui/OLD/imgui_impl_opengl3.cpp | 653 + .../ImGui/OLD/imgui_impl_opengl3.h | 63 + .../ImGui/OLD/imgui_impl_win32.cpp | 852 + .../third_party/ImGui/OLD/imgui_impl_win32.h | 48 + .../third_party/ImGui/OLD/imgui_internal.h | 1851 ++ .../third_party/ImGui/OLD/imgui_widgets.cpp | 7176 ++++++++ .../third_party/ImGui/OLD/imstb_rectpack.h | 630 + .../third_party/ImGui/OLD/imstb_textedit.h | 1417 ++ .../third_party/ImGui/OLD/imstb_truetype.h | 4903 ++++++ .../geogram_gfx/third_party/ImGui/README.txt | 2 +- .../geogram_gfx/third_party/ImGui/imconfig.h | 39 +- .../geogram_gfx/third_party/ImGui/imgui.cpp | 5036 +++--- src/lib/geogram_gfx/third_party/ImGui/imgui.h | 590 +- .../third_party/ImGui/imgui_demo.cpp | 760 +- .../third_party/ImGui/imgui_draw.cpp | 493 +- .../third_party/ImGui/imgui_impl_glfw.cpp | 111 +- .../third_party/ImGui/imgui_impl_glfw.h | 49 +- .../third_party/ImGui/imgui_impl_opengl3.cpp | 118 +- .../third_party/ImGui/imgui_impl_opengl3.h | 92 +- .../third_party/ImGui/imgui_impl_win32.cpp | 17 +- .../third_party/ImGui/imgui_impl_win32.h | 45 +- .../third_party/ImGui/imgui_internal.h | 813 +- .../third_party/ImGui/imgui_widgets.cpp | 1820 +- .../third_party/ImGui/imgui_widgets.cpp.tmp | 7748 ++++++++ .../third_party/ImGui/imstb_rectpack.h | 17 +- .../third_party/ImGui/imstb_textedit.h | 2 +- .../third_party/ImGui/imstb_truetype.h | 2 +- .../imgui_lua_bindings/imgui_iterator.h | 14 +- src/tests/bench_load/CMakeLists.txt | 2 +- src/tests/test_HLBFGS/CMakeLists.txt | 2 +- src/tests/test_RVC/CMakeLists.txt | 2 +- src/tests/test_convex_cell/CMakeLists.txt | 2 +- src/tests/test_expansion_nt/CMakeLists.txt | 2 +- src/tests/test_locks/CMakeLists.txt | 2 +- src/tests/test_logger/CMakeLists.txt | 2 +- src/tests/test_nn_search/CMakeLists.txt | 2 +- 117 files changed, 74505 insertions(+), 9673 deletions(-) mode change 100755 => 100644 src/lib/geogram/numerics/predicates/orient4d.h mode change 100755 => 100644 src/lib/geogram/numerics/predicates/orient4d.pck mode change 100755 => 100644 src/lib/geogram/numerics/predicates/side4h.h create mode 100644 src/lib/geogram/third_party/xatlas/OLD/xatlas.cpp create mode 100644 src/lib/geogram/third_party/xatlas/OLD/xatlas.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/LICENSE create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/README.txt create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/glup_compat.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imconfig.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_demo.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_draw.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_android.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_android.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_internal.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_widgets.cpp create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_rectpack.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_textedit.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_truetype.h create mode 100644 src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp.tmp diff --git a/CMakeLists.txt b/CMakeLists.txt index 5450d524..f815ee5d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -48,7 +48,7 @@ include(cmake/geogram.cmake) set(VORPALINE_VERSION_MAJOR 1) set(VORPALINE_VERSION_MINOR 7) -set(VORPALINE_VERSION_PATCH 2) +set(VORPALINE_VERSION_PATCH 3) set(VORPALINE_VERSION ${VORPALINE_VERSION_MAJOR}.${VORPALINE_VERSION_MINOR}.${VORPALINE_VERSION_PATCH}) set(VORPALINE_INCLUDE_SUBPATH geogram${VORPALINE_VERSION_MAJOR}) diff --git a/cmake/platforms/Linux-gcc.cmake b/cmake/platforms/Linux-gcc.cmake index dd0a0b6f..5e1a75ef 100644 --- a/cmake/platforms/Linux-gcc.cmake +++ b/cmake/platforms/Linux-gcc.cmake @@ -44,8 +44,8 @@ add_flags(CMAKE_CXX_FLAGS -frounding-math -ffp-contract=off) add_flags(CMAKE_C_FLAGS -frounding-math -ffp-contract=off) # Activate AVX2 instruction set -#add_flags(CMAKE_CXX_FLAGS -mavx2) -#add_flags(CMAKE_C_FLAGS -mavx2) +# add_flags(CMAKE_CXX_FLAGS -mavx2) +# add_flags(CMAKE_C_FLAGS -mavx2) # Activate c++ 2011 add_flags(CMAKE_CXX_FLAGS -std=c++11) diff --git a/src/bin/fpg/CMakeLists.txt b/src/bin/fpg/CMakeLists.txt index 1b9ffcbe..b943475e 100755 --- a/src/bin/fpg/CMakeLists.txt +++ b/src/bin/fpg/CMakeLists.txt @@ -5,4 +5,4 @@ include_directories(.) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/geobox/CMakeLists.txt b/src/bin/geobox/CMakeLists.txt index e6721771..f16cd17d 100755 --- a/src/bin/geobox/CMakeLists.txt +++ b/src/bin/geobox/CMakeLists.txt @@ -5,4 +5,4 @@ add_executable(geobox ${SOURCES}) target_link_libraries(geobox geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(geobox) -set_target_properties(geobox PROPERTIES FOLDER "GEOGRAM") +set_target_properties(geobox PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/geocod/CMakeLists.txt b/src/bin/geocod/CMakeLists.txt index ef7e1c50..d9f4d627 100755 --- a/src/bin/geocod/CMakeLists.txt +++ b/src/bin/geocod/CMakeLists.txt @@ -7,4 +7,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/geocod/main.cpp b/src/bin/geocod/main.cpp index 6a472fe1..74c87e4b 100644 --- a/src/bin/geocod/main.cpp +++ b/src/bin/geocod/main.cpp @@ -310,7 +310,7 @@ namespace { void draw_viewer_properties() override { if(ImGui::Button( "run", - ImVec2(-ImGui::GetContentRegionAvailWidth()/2.0f,0.0f)) + ImVec2(-ImGui::GetContentRegionAvail().x/2.0f,0.0f)) ) { run_program(); } diff --git a/src/bin/geodump/CMakeLists.txt b/src/bin/geodump/CMakeLists.txt index 7edb1ec1..6e00198a 100755 --- a/src/bin/geodump/CMakeLists.txt +++ b/src/bin/geodump/CMakeLists.txt @@ -4,5 +4,5 @@ vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/geoshade/CMakeLists.txt b/src/bin/geoshade/CMakeLists.txt index 430c4724..6034b3e3 100755 --- a/src/bin/geoshade/CMakeLists.txt +++ b/src/bin/geoshade/CMakeLists.txt @@ -7,4 +7,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/geoshade/main.cpp b/src/bin/geoshade/main.cpp index 6566c954..116c3a40 100644 --- a/src/bin/geoshade/main.cpp +++ b/src/bin/geoshade/main.cpp @@ -337,7 +337,7 @@ namespace { void draw_viewer_properties() override { if(ImGui::Button( (icon_UTF8("play-circle")+" run").c_str(), - ImVec2(-ImGui::GetContentRegionAvailWidth()/1.8f,0.0f)) + ImVec2(-ImGui::GetContentRegionAvail().x/1.8f,0.0f)) ) { run_program(); } diff --git a/src/bin/vorpacomp/CMakeLists.txt b/src/bin/vorpacomp/CMakeLists.txt index 4c4ce36d..55d2cbb3 100755 --- a/src/bin/vorpacomp/CMakeLists.txt +++ b/src/bin/vorpacomp/CMakeLists.txt @@ -3,5 +3,5 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/vorpalite/CMakeLists.txt b/src/bin/vorpalite/CMakeLists.txt index 8d670401..8a1626f2 100755 --- a/src/bin/vorpalite/CMakeLists.txt +++ b/src/bin/vorpalite/CMakeLists.txt @@ -5,7 +5,7 @@ target_link_libraries(${APP_NAME} geogram) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/vorpastat/CMakeLists.txt b/src/bin/vorpastat/CMakeLists.txt index 0dd7f26f..78848366 100755 --- a/src/bin/vorpastat/CMakeLists.txt +++ b/src/bin/vorpastat/CMakeLists.txt @@ -3,5 +3,5 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/bin/vorpaview/CMakeLists.txt b/src/bin/vorpaview/CMakeLists.txt index 9c1e0ee4..974323ed 100755 --- a/src/bin/vorpaview/CMakeLists.txt +++ b/src/bin/vorpaview/CMakeLists.txt @@ -6,4 +6,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Programs") diff --git a/src/examples/exploragram/compute_OTM/CMakeLists.txt b/src/examples/exploragram/compute_OTM/CMakeLists.txt index e1902b0b..f19b2f1e 100755 --- a/src/examples/exploragram/compute_OTM/CMakeLists.txt +++ b/src/examples/exploragram/compute_OTM/CMakeLists.txt @@ -10,4 +10,4 @@ else() target_link_libraries(${APP_NAME} exploragram geogram) endif() -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/exploragram/hexdom_pipeline/CMakeLists.txt b/src/examples/exploragram/hexdom_pipeline/CMakeLists.txt index ca4e29a5..9afce0df 100755 --- a/src/examples/exploragram/hexdom_pipeline/CMakeLists.txt +++ b/src/examples/exploragram/hexdom_pipeline/CMakeLists.txt @@ -4,6 +4,6 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} exploragram geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/geogram/compute_RVD/CMakeLists.txt b/src/examples/geogram/compute_RVD/CMakeLists.txt index b04734fb..7e0a9086 100755 --- a/src/examples/geogram/compute_RVD/CMakeLists.txt +++ b/src/examples/geogram/compute_RVD/CMakeLists.txt @@ -4,6 +4,6 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/geogram/compute_delaunay/CMakeLists.txt b/src/examples/geogram/compute_delaunay/CMakeLists.txt index 5a0709cb..b5f4c67c 100755 --- a/src/examples/geogram/compute_delaunay/CMakeLists.txt +++ b/src/examples/geogram/compute_delaunay/CMakeLists.txt @@ -4,4 +4,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/geogram/manifold_harmonics/CMakeLists.txt b/src/examples/geogram/manifold_harmonics/CMakeLists.txt index 0ad04d10..749f7589 100755 --- a/src/examples/geogram/manifold_harmonics/CMakeLists.txt +++ b/src/examples/geogram/manifold_harmonics/CMakeLists.txt @@ -4,4 +4,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/geogram/opennl_LSCM/CMakeLists.txt b/src/examples/geogram/opennl_LSCM/CMakeLists.txt index 87c12281..95c505e2 100644 --- a/src/examples/geogram/opennl_LSCM/CMakeLists.txt +++ b/src/examples/geogram/opennl_LSCM/CMakeLists.txt @@ -4,4 +4,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/geogram/opennl_basic_example/CMakeLists.txt b/src/examples/geogram/opennl_basic_example/CMakeLists.txt index e9142bbd..4f2473dc 100755 --- a/src/examples/geogram/opennl_basic_example/CMakeLists.txt +++ b/src/examples/geogram/opennl_basic_example/CMakeLists.txt @@ -4,6 +4,6 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/geogram/opennl_mesh_smooth/CMakeLists.txt b/src/examples/geogram/opennl_mesh_smooth/CMakeLists.txt index a7dd4e32..acf27e27 100755 --- a/src/examples/geogram/opennl_mesh_smooth/CMakeLists.txt +++ b/src/examples/geogram/opennl_mesh_smooth/CMakeLists.txt @@ -4,4 +4,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/geogram/simple_raytrace/CMakeLists.txt b/src/examples/geogram/simple_raytrace/CMakeLists.txt index 9395774b..04b82307 100755 --- a/src/examples/geogram/simple_raytrace/CMakeLists.txt +++ b/src/examples/geogram/simple_raytrace/CMakeLists.txt @@ -4,4 +4,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/graphics/demo_Application/CMakeLists.txt b/src/examples/graphics/demo_Application/CMakeLists.txt index 7eca8e61..73f3bc67 100755 --- a/src/examples/graphics/demo_Application/CMakeLists.txt +++ b/src/examples/graphics/demo_Application/CMakeLists.txt @@ -6,4 +6,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/graphics/demo_Delaunay2d/CMakeLists.txt b/src/examples/graphics/demo_Delaunay2d/CMakeLists.txt index 692240eb..e9ac7279 100755 --- a/src/examples/graphics/demo_Delaunay2d/CMakeLists.txt +++ b/src/examples/graphics/demo_Delaunay2d/CMakeLists.txt @@ -6,4 +6,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/graphics/demo_Delaunay3d/CMakeLists.txt b/src/examples/graphics/demo_Delaunay3d/CMakeLists.txt index b4271e74..d7b317da 100755 --- a/src/examples/graphics/demo_Delaunay3d/CMakeLists.txt +++ b/src/examples/graphics/demo_Delaunay3d/CMakeLists.txt @@ -6,4 +6,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/graphics/demo_Delaunay3d/main.cpp b/src/examples/graphics/demo_Delaunay3d/main.cpp index e649c73e..3e470bef 100644 --- a/src/examples/graphics/demo_Delaunay3d/main.cpp +++ b/src/examples/graphics/demo_Delaunay3d/main.cpp @@ -115,7 +115,7 @@ namespace { if( ImGui::Button( "+", - ImVec2(-ImGui::GetContentRegionAvailWidth()/2.0f,0.0f) + ImVec2(-ImGui::GetContentRegionAvail().x/2.0f,0.0f) ) && nb_points_ < 10000 ) { ++nb_points_; @@ -156,13 +156,23 @@ namespace { ImGui::Spacing(); ImGui::Checkbox("Box", &draw_box_); - ImGui::Checkbox("Period 3x3x3", &draw_period_); + if(ImGui::Checkbox("Period 3x3x3", &draw_period_)) { + if(draw_period_) { + set_region_of_interest( + -1.0, -1.0, -1.0, 2.0, 2.0, 2.0 + ); + } else { + set_region_of_interest( + 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 + ); + } + } ImGui::Checkbox("Points", &draw_points_); ImGui::SameLine(); ImGui::SliderFloat("##PtSz.", &point_size_, 1.0f, 50.0f, "%.1f"); ImGui::Checkbox("Cells", &draw_cells_); ImGui::SameLine(); - ImGui::SliderFloat("##Shrk.", &cells_shrink_, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat("##Shrk.", &cells_shrink_, 0.0f, 1.0f, "%.2f"); } /** @@ -186,13 +196,14 @@ namespace { /** * \brief Draws a cell. - * \details Needs to be called between glupBegin(GLUP_TRIANGLES) and glupEnd(). + * \details Needs to be called between glupBegin(GLUP_TRIANGLES) + * and glupEnd(). */ void draw_cell(ConvexCell& C, index_t instance = 0) { double s = double(cells_shrink_); double Tx = double(Periodic::translation[instance][0]); double Ty = double(Periodic::translation[instance][1]); - double Tz = double(Periodic::translation[instance][2]); + double Tz = double(Periodic::translation[instance][2]); vec3 g; if(cells_shrink_ != 0.0f) { @@ -223,15 +234,17 @@ namespace { if(n == 0) { P[0] = C.triangle_point(VBW::ushort(t)); } else if(n == 1) { - P[1] = C.triangle_point(VBW::ushort(t)); + P[1] = C.triangle_point(VBW::ushort(t)); } else { P[2] = C.triangle_point(VBW::ushort(t)); if(s == 0.0) { for(index_t i=0; i<3; ++i) { - glupPrivateVertex3d(P[i].x + Tx, P[i].y + Ty, P[i].z + Tz); + glupPrivateVertex3d( + P[i].x + Tx, P[i].y + Ty, P[i].z + Tz + ); } } else { - for(index_t i=0; i<3; ++i) { + for(index_t i=0; i<3; ++i) { glupPrivateVertex3d( s*g.x + (1.0-s)*P[i].x + Tx, s*g.y + (1.0-s)*P[i].y + Ty, @@ -281,7 +294,7 @@ namespace { glupTranslated( double(Periodic::translation[i][0]), double(Periodic::translation[i][1]), - double(Periodic::translation[i][2]) + double(Periodic::translation[i][2]) ); glupBegin(GLUP_SPHERES); @@ -298,7 +311,7 @@ namespace { glupTranslated( -double(Periodic::translation[i][0]), -double(Periodic::translation[i][1]), - -double(Periodic::translation[i][2]) + -double(Periodic::translation[i][2]) ); } @@ -335,7 +348,9 @@ namespace { glupEnable(GLUP_DRAW_MESH); glupEnable(GLUP_ALPHA_DISCARD); - glupSetColor4f(GLUP_FRONT_AND_BACK_COLOR, 1.0f, 1.0f, 1.0f, 0.0f); + glupSetColor4f( + GLUP_FRONT_AND_BACK_COLOR, 1.0f, 1.0f, 1.0f, 0.0f + ); glupSetMeshWidth(10); glupDisable(GLUP_LIGHTING); @@ -343,7 +358,7 @@ namespace { glupTranslated( double(Periodic::translation[i][0]), double(Periodic::translation[i][1]), - double(Periodic::translation[i][2]) + double(Periodic::translation[i][2]) ); glupBegin(GLUP_QUADS); @@ -383,7 +398,7 @@ namespace { glupTranslated( -double(Periodic::translation[i][0]), -double(Periodic::translation[i][1]), - -double(Periodic::translation[i][2]) + -double(Periodic::translation[i][2]) ); } diff --git a/src/examples/graphics/demo_Evert/CMakeLists.txt b/src/examples/graphics/demo_Evert/CMakeLists.txt index c65aa100..77df358c 100644 --- a/src/examples/graphics/demo_Evert/CMakeLists.txt +++ b/src/examples/graphics/demo_Evert/CMakeLists.txt @@ -6,4 +6,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/graphics/demo_GLUP/CMakeLists.txt b/src/examples/graphics/demo_GLUP/CMakeLists.txt index f41a0c50..43287e6c 100755 --- a/src/examples/graphics/demo_GLUP/CMakeLists.txt +++ b/src/examples/graphics/demo_GLUP/CMakeLists.txt @@ -6,4 +6,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/graphics/demo_Raytrace/CMakeLists.txt b/src/examples/graphics/demo_Raytrace/CMakeLists.txt index ac59f4e6..8220f844 100755 --- a/src/examples/graphics/demo_Raytrace/CMakeLists.txt +++ b/src/examples/graphics/demo_Raytrace/CMakeLists.txt @@ -6,4 +6,4 @@ add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/examples/graphics/demo_SimpleApplication/CMakeLists.txt b/src/examples/graphics/demo_SimpleApplication/CMakeLists.txt index 28dec4de..8a93bc67 100755 --- a/src/examples/graphics/demo_SimpleApplication/CMakeLists.txt +++ b/src/examples/graphics/demo_SimpleApplication/CMakeLists.txt @@ -1,9 +1,9 @@ include(${PROJECT_SOURCE_DIR}/cmake/opengl.cmake) -set(APP_NAME geogram_demo_SimpleApplication) +set(APP_NAME geogram_demo_SimpleApp) aux_source_directories(SOURCES "" .) add_executable(${APP_NAME} ${SOURCES}) target_link_libraries(${APP_NAME} geogram_gfx geogram ${GLFW_LIBRARIES}) install_runtime_targets(${APP_NAME}) -set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM") +set_target_properties(${APP_NAME} PROPERTIES FOLDER "GEOGRAM/Examples") diff --git a/src/lib/geogram/NL/nl_cuda.c b/src/lib/geogram/NL/nl_cuda.c index a759bb83..75af95f5 100644 --- a/src/lib/geogram/NL/nl_cuda.c +++ b/src/lib/geogram/NL/nl_cuda.c @@ -403,15 +403,6 @@ typedef enum { CUSPARSE_OPERATION_CONJUGATE_TRANSPOSE = 2 } cusparseOperation_t; -struct cusparseHybMat; -typedef struct cusparseHybMat *cusparseHybMat_t; - -typedef enum { - CUSPARSE_HYB_PARTITION_AUTO = 0, - CUSPARSE_HYB_PARTITION_USER = 1, - CUSPARSE_HYB_PARTITION_MAX = 2 -} cusparseHybPartition_t; - typedef cusparseStatus_t (*FUNPTR_cusparseCreate)(cusparseHandle_t* handle); typedef cusparseStatus_t (*FUNPTR_cusparseDestroy)(cusparseHandle_t handle); typedef cusparseStatus_t (*FUNPTR_cusparseGetVersion)( @@ -437,34 +428,6 @@ typedef cusparseStatus_t (*FUNPTR_cusparseDcsrmv)( const int *csrSortedColIndA, const double *x, const double *beta, double *y ); -typedef cusparseStatus_t (*FUNPTR_cusparseCreateHybMat)( - cusparseHybMat_t *hybA -); -typedef cusparseStatus_t (*FUNPTR_cusparseDestroyHybMat)( - cusparseHybMat_t hybA -); -typedef cusparseStatus_t (*FUNPTR_cusparseDcsr2hyb)( - cusparseHandle_t handle, - int m, - int n, - const cusparseMatDescr_t descrA, - const double *csrSortedValA, - const int *csrSortedRowPtrA, - const int *csrSortedColIndA, - cusparseHybMat_t hybA, - int userEllWidth, - cusparseHybPartition_t partitionType -); -typedef cusparseStatus_t (*FUNPTR_cusparseDhybmv)( - cusparseHandle_t handle, - cusparseOperation_t transA, - const double *alpha, - const cusparseMatDescr_t descrA, - const cusparseHybMat_t hybA, - const double *x, - const double *beta, - double *y -); /** * \brief Finds and initializes a function pointer to @@ -532,10 +495,6 @@ typedef struct { FUNPTR_cusparseSetMatType cusparseSetMatType; FUNPTR_cusparseSetMatIndexBase cusparseSetMatIndexBase; FUNPTR_cusparseDcsrmv cusparseDcsrmv; - FUNPTR_cusparseCreateHybMat cusparseCreateHybMat; - FUNPTR_cusparseDestroyHybMat cusparseDestroyHybMat; - FUNPTR_cusparseDcsr2hyb cusparseDcsr2hyb; - FUNPTR_cusparseDhybmv cusparseDhybmv; int devID; } CUDAContext; @@ -588,11 +547,7 @@ NLboolean nlExtensionIsInitialized_CUDA() { CUDA()->cusparseDestroyMatDescr == NULL || CUDA()->cusparseSetMatType == NULL || CUDA()->cusparseSetMatIndexBase == NULL || - CUDA()->cusparseDcsrmv == NULL || - CUDA()->cusparseCreateHybMat == NULL || - CUDA()->cusparseDestroyHybMat == NULL || - CUDA()->cusparseDcsr2hyb == NULL || - CUDA()->cusparseDhybmv == NULL + CUDA()->cusparseDcsrmv == NULL ) { return NL_FALSE; } @@ -981,10 +936,6 @@ NLboolean nlInitExtension_CUDA(void) { find_cusparse_func(cusparseSetMatType); find_cusparse_func(cusparseSetMatIndexBase); find_cusparse_func(cusparseDcsrmv); - find_cusparse_func(cusparseCreateHybMat); - find_cusparse_func(cusparseDestroyHybMat); - find_cusparse_func(cusparseDcsr2hyb); - find_cusparse_func(cusparseDhybmv); if(CUDA()->cusparseCreate(&CUDA()->HNDL_cusparse)) { return NL_FALSE; @@ -1029,7 +980,6 @@ typedef struct { int* colind; int* rowptr; double* val; - cusparseHybMat_t hyb; } NLCUDASparseMatrix; @@ -1058,9 +1008,6 @@ static void nlCRSMatrixCUDADestroy(NLCUDASparseMatrix* Mcuda) { if(!nlExtensionIsInitialized_CUDA()) { return; } - if(Mcuda->hyb != NULL) { - nlCUDACheck(CUDA()->cusparseDestroyHybMat(Mcuda->hyb)); - } nlCRSMatrixCUDADestroyCRS(Mcuda); nlCUDACheck(CUDA()->cusparseDestroyMatDescr(Mcuda->descr)); memset(Mcuda, 0, sizeof(*Mcuda)); @@ -1069,40 +1016,25 @@ static void nlCRSMatrixCUDADestroy(NLCUDASparseMatrix* Mcuda) { static void nlCRSMatrixCUDAMult( NLCUDASparseMatrix* Mcuda, const double* x, double* y ) { - const double one = 1; - const double zero = 0; - if(Mcuda->hyb != NULL) { - nlCUDACheck( - CUDA()->cusparseDhybmv( - CUDA()->HNDL_cusparse, - CUSPARSE_OPERATION_NON_TRANSPOSE, - &one, - Mcuda->descr, - Mcuda->hyb, - x, - &zero, - y - ) - ); - } else { - nlCUDACheck( - CUDA()->cusparseDcsrmv( - CUDA()->HNDL_cusparse, - CUSPARSE_OPERATION_NON_TRANSPOSE, - (int)Mcuda->m, - (int)Mcuda->n, - (int)Mcuda->nnz, - &one, - Mcuda->descr, - Mcuda->val, - Mcuda->rowptr, - Mcuda->colind, - x, - &zero, - y - ) - ); - } + const double one = 1.0; + const double zero = 0.0; + nlCUDACheck( + CUDA()->cusparseDcsrmv( + CUDA()->HNDL_cusparse, + CUSPARSE_OPERATION_NON_TRANSPOSE, + (int)Mcuda->m, + (int)Mcuda->n, + (int)Mcuda->nnz, + &one, + Mcuda->descr, + Mcuda->val, + Mcuda->rowptr, + Mcuda->colind, + x, + &zero, + y + ) + ); nlCUDABlas()->flops += (NLulong)(2*Mcuda->nnz); } @@ -1144,24 +1076,6 @@ NLMatrix nlCUDAMatrixNewFromCRSMatrix(NLMatrix M_in) { nlCUDACheck(CUDA()->cudaMemcpy( Mcuda->val, M->val, val_sz, cudaMemcpyHostToDevice) ); - Mcuda->hyb=NULL; - if(!M->symmetric_storage) { - nlCUDACheck(CUDA()->cusparseCreateHybMat(&Mcuda->hyb)); - nlCUDACheck(CUDA()->cusparseDcsr2hyb( - CUDA()->HNDL_cusparse, - (int)M->m, - (int)M->n, - Mcuda->descr, - Mcuda->val, - Mcuda->rowptr, - Mcuda->colind, - Mcuda->hyb, - 0, - CUSPARSE_HYB_PARTITION_AUTO - )); - /* We no longer need the CRS part */ - nlCRSMatrixCUDADestroyCRS(Mcuda); - } Mcuda->type=NL_MATRIX_OTHER; Mcuda->destroy_func=(NLDestroyMatrixFunc)nlCRSMatrixCUDADestroy; Mcuda->mult_func=(NLMultMatrixVectorFunc)nlCRSMatrixCUDAMult; diff --git a/src/lib/geogram/basic/file_system.h b/src/lib/geogram/basic/file_system.h index a39e7036..65234604 100755 --- a/src/lib/geogram/basic/file_system.h +++ b/src/lib/geogram/basic/file_system.h @@ -439,7 +439,7 @@ namespace GEO { /** * \brief Splits a path. * \param[in] path the path - * \param[out] leading_subdir the leading subdirectory or the + * \param[out] leadingsubdir the leading subdirectory or the * empty string * \param[out] rest the rest of the path */ diff --git a/src/lib/geogram/basic/process.h b/src/lib/geogram/basic/process.h index 91d8cc48..101bf06d 100644 --- a/src/lib/geogram/basic/process.h +++ b/src/lib/geogram/basic/process.h @@ -553,7 +553,7 @@ namespace GEO { * Executes a parallel for loop from index \p to index \p to, calling * functional object \p func at each iteration. * - * Calling parallel_for(func, from, to) is equivalent + * Calling parallel_for(from, to, func) is equivalent * to the following loop, computed in parallel: * \code * for(index_t i = from; i < to; i++) { diff --git a/src/lib/geogram/basic/progress.cpp b/src/lib/geogram/basic/progress.cpp index 825bb6b6..e0550289 100644 --- a/src/lib/geogram/basic/progress.cpp +++ b/src/lib/geogram/basic/progress.cpp @@ -280,13 +280,14 @@ namespace GEO { void ProgressTask::next() { step_++; step_ = std::min(step_, max_steps_); - update(); + update(); } void ProgressTask::progress(index_t step) { if(step_ != step) { step_ = step; - update(); + step_ = std::min(step_, max_steps_); + update(); } } @@ -295,10 +296,14 @@ namespace GEO { } void ProgressTask::update() { - percent_ = std::min(index_t(100), index_t(step_ * 100 / max_steps_)); - if(!quiet_) { - task_progress(step_, percent_); - } + index_t new_percent = + std::min(index_t(100), index_t(step_ * 100 / max_steps_)); + if(new_percent != percent_) { + percent_ = new_percent; + if(!quiet_) { + task_progress(step_, percent_); + } + } } } diff --git a/src/lib/geogram/delaunay/periodic_delaunay_3d.cpp b/src/lib/geogram/delaunay/periodic_delaunay_3d.cpp index dcfe6ee2..886cb091 100644 --- a/src/lib/geogram/delaunay/periodic_delaunay_3d.cpp +++ b/src/lib/geogram/delaunay/periodic_delaunay_3d.cpp @@ -119,7 +119,9 @@ namespace { * of the integer. */ inline index_t pop_count(index_t x) { - static_assert(sizeof(index_t) == 4, "Only supported with 32 bit indices"); + static_assert( + sizeof(index_t) == 4, "Only supported with 32 bit indices" + ); #if defined(GEO_COMPILER_GCC_FAMILY) return index_t(__builtin_popcount(x)); #elif defined(GEO_COMPILER_MSVC) @@ -215,7 +217,9 @@ namespace GEO { * \param[in] max_used_t maximum index of existing tetrahedra, used * to pick random tetrahedra when hint is not specified. */ - void set_pool(index_t pool_begin, index_t pool_end, index_t max_used_t = 1) { + void set_pool( + index_t pool_begin, index_t pool_end, index_t max_used_t = 1 + ) { // Initialize free list in memory pool first_free_ = pool_begin; for(index_t t=pool_begin; t 1 || Tz < -1 || Tz > 1 ) { - std::cerr << "FATAL ERROR: large displacement !!" - << std::endl; + std::cerr + << "FATAL ERROR: " + << "large displacement !!" + << std::endl; geo_assert_not_reached; } else { - index_t w_new_instance = T_to_instance(Tx, Ty, Tz); - if((vertex_instances[w] & (1u << w_new_instance)) == 0) { - vertex_instances[w] |= (1u << w_new_instance); + index_t w_new_instance = + T_to_instance(Tx, Ty, Tz); + if((vertex_instances[w] & + (1u << w_new_instance)) == 0 + ) { + vertex_instances[w] |= + (1u << w_new_instance); reorder_.push_back( - make_periodic_vertex(w, w_new_instance) + make_periodic_vertex( + w, w_new_instance + ) ); } } @@ -4014,7 +4077,7 @@ namespace GEO { } } } - } + } // No, seriously ... 8 closing braces ... std::swap(vertex_instances_, vertex_instances); insert_vertices(nb_vertices_phase_I, reorder_.size()); } diff --git a/src/lib/geogram/delaunay/periodic_delaunay_3d.h b/src/lib/geogram/delaunay/periodic_delaunay_3d.h index 442ab2a3..6b939cc0 100755 --- a/src/lib/geogram/delaunay/periodic_delaunay_3d.h +++ b/src/lib/geogram/delaunay/periodic_delaunay_3d.h @@ -215,7 +215,8 @@ namespace GEO { * \brief computes the set of tetrahedra that are incident to * a vertex. * \param[in] v the index of the vertex. - * \param[in,out] W a reference to a PeriodicDelaunay3d::IncidentTetrahedra. + * \param[in,out] W a reference to a + * PeriodicDelaunay3d::IncidentTetrahedra. * On exit it contains the list of incident tets. */ void get_incident_tets(index_t v, IncidentTetrahedra& W) const; @@ -227,7 +228,8 @@ namespace GEO { * \param[in] i the index of the vertex of which the Laguerre cell * should be computed. * \param[out] C the Laguerre cell. - * \param[in,out] W a reference to a PeriodicDelaunay3d::IncidentTetrahedra + * \param[in,out] W a reference to a + * PeriodicDelaunay3d::IncidentTetrahedra */ void copy_Laguerre_cell_from_Delaunay( GEO::index_t i, @@ -286,7 +288,8 @@ namespace GEO { * \param[in] t a tetrahedron of the Delaunay triangulation, * incident to vertex i * \param[out] C the Laguerre cell. - * \param[in,out] W a reference to a PeriodicDelaunay3d::IncidentTetrahedra + * \param[in,out] W a reference to a + * PeriodicDelaunay3d::IncidentTetrahedra * \return the local index of vertex \p i within tetrahedron \p t */ GEO::index_t copy_Laguerre_cell_facet_from_Delaunay( @@ -322,21 +325,24 @@ namespace GEO { virtual void update_cicl(); /** - * \brief Duplicates the points with Voronoi cells that cross the boundary. + * \brief Duplicates the points with Voronoi cells + * that cross the boundary. */ void handle_periodic_boundaries(); /** - * \brief Computes the periodic vertex instances that should be generated. + * \brief Computes the periodic vertex instances + * that should be generated. * \param[in] v vertex index, in 0..nb_vertices_non_periodic_-1 * \param[out] C the clipped Laguerre cell * \param[out] use_instance the array of booleans that indicates which * instance should be generated. - * \param[out] cell_is_on_boundary true if the cell has an intersection with - * the cube, false otherwise. - * \param[out] cell_is_outside_cube true if the cell is completely outside - * the cube, false otherwise. - * \param[in,out] W a reference to a PeriodicDelaunay3d::IncidentTetrahedra + * \param[out] cell_is_on_boundary true if the cell + * has an intersection with the cube, false otherwise. + * \param[out] cell_is_outside_cube true if the cell + * is completely outside the cube, false otherwise. + * \param[in,out] W a reference to a + * PeriodicDelaunay3d::IncidentTetrahedra * \return the number of instances to generate. */ index_t get_periodic_vertex_instances_to_create( diff --git a/src/lib/geogram/image/image_library.cpp b/src/lib/geogram/image/image_library.cpp index a9ab2bdf..3c4429cb 100755 --- a/src/lib/geogram/image/image_library.cpp +++ b/src/lib/geogram/image/image_library.cpp @@ -212,19 +212,19 @@ namespace GEO { return ; } - int h = image->height() ; - int w = image->width() ; + index_t h = image->height() ; + index_t w = image->width() ; // Step 2: Prepare the image for Windows: // flip the image and flip rgb -> bgr { - int row_len = image->width() * 3 ; - for(int j=0; j< h/2; j++) { + index_t row_len = image->width() * 3 ; + for(index_t j=0; j< h/2; j++) { Memory::pointer row1 = image->base_mem() + j * row_len ; Memory::pointer row2 = image->base_mem() + (h - 1 - j) * row_len ; - for(int i=0; iwidth() * image->height(); - int size = sizeof(BITMAPINFOHEADER) + image_size ; + index_t image_size = 3 * image->width() * image->height(); + index_t size = index_t(sizeof(BITMAPINFOHEADER)) + image_size ; handle = (HANDLE)::GlobalAlloc(GHND,size); if(handle != nullptr) { @@ -267,13 +267,13 @@ namespace GEO { // Step 5: restore the image { - int row_len = image->width() * 3 ; - for(int j=0; j< h/2; j++) { + index_t row_len = image->width() * 3 ; + for(index_t j=0; j< h/2; j++) { Memory::pointer row1 = image->base_mem() + j * row_len ; Memory::pointer row2 = image->base_mem() + (h - 1 - j) * row_len ; - for(int i=0; i + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5) + ) { + if( + !lua_check_nb_args(L,5) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5) + ); + return 0; + } + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, class T6 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6) + ) { + if( + !lua_check_nb_args(L,6) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6) + ); + return 0; + } + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, + class T6, class T7 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6,T7) + ) { + if( + !lua_check_nb_args(L,7) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) || + !lua_to::can_convert(L,7) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6), + lua_to(L,7) + ); + return 0; + } + + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, + class T6, class T7, class T8 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6,T7,T8) + ) { + if( + !lua_check_nb_args(L,8) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) || + !lua_to::can_convert(L,7) || + !lua_to::can_convert(L,8) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6), + lua_to(L,7), + lua_to(L,8) + ); + return 0; + } + + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, + class T6, class T7, class T8, class T9 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6,T7,T8,T9) + ) { + if( + !lua_check_nb_args(L,9) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) || + !lua_to::can_convert(L,7) || + !lua_to::can_convert(L,8) || + !lua_to::can_convert(L,9) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6), + lua_to(L,7), + lua_to(L,8), + lua_to(L,9) + ); + return 0; + } + + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, + class T6, class T7, class T8, class T9, class T10 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10) + ) { + if( + !lua_check_nb_args(L,10) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) || + !lua_to::can_convert(L,7) || + !lua_to::can_convert(L,8) || + !lua_to::can_convert(L,9) || + !lua_to::can_convert(L,10) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6), + lua_to(L,7), + lua_to(L,8), + lua_to(L,9), + lua_to(L,10) + ); + return 0; + } + + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, + class T6, class T7, class T8, class T9, class T10, + class T11 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11) + ) { + if( + !lua_check_nb_args(L,11) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) || + !lua_to::can_convert(L,7) || + !lua_to::can_convert(L,8) || + !lua_to::can_convert(L,9) || + !lua_to::can_convert(L,10) || + !lua_to::can_convert(L,11) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6), + lua_to(L,7), + lua_to(L,8), + lua_to(L,9), + lua_to(L,10), + lua_to(L,11) + ); + return 0; + } + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, + class T6, class T7, class T8, class T9, class T10, + class T11, class T12 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12) + ) { + if( + !lua_check_nb_args(L,12) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) || + !lua_to::can_convert(L,7) || + !lua_to::can_convert(L,8) || + !lua_to::can_convert(L,9) || + !lua_to::can_convert(L,10) || + !lua_to::can_convert(L,11) || + !lua_to::can_convert(L,12) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6), + lua_to(L,7), + lua_to(L,8), + lua_to(L,9), + lua_to(L,10), + lua_to(L,11), + lua_to(L,12) + ); + return 0; + } + + + /** + * \brief Calls a C++ function from LUA. + * \details The arguments are converted from the LUA stack. + * Whenever an error occurs, (invalid number of arguments or type error), + * it is captured and an error message is returned to the caller. + */ + template < + class T1, class T2, class T3, class T4, class T5, + class T6, class T7, class T8, class T9, class T10, + class T11, class T12, class T13 + > + inline int lua_wrap( + lua_State* L, void (*fptr)(T1,T2,T3,T4,T5,T6,T7,T8,T9,T10,T11,T12,T13) + ) { + if( + !lua_check_nb_args(L,13) || + !lua_to::can_convert(L,1) || + !lua_to::can_convert(L,2) || + !lua_to::can_convert(L,3) || + !lua_to::can_convert(L,4) || + !lua_to::can_convert(L,5) || + !lua_to::can_convert(L,6) || + !lua_to::can_convert(L,7) || + !lua_to::can_convert(L,8) || + !lua_to::can_convert(L,9) || + !lua_to::can_convert(L,10) || + !lua_to::can_convert(L,11) || + !lua_to::can_convert(L,12) || + !lua_to::can_convert(L,13) + ) { + return lua_notify_last_error(L); + } + fptr( + lua_to(L,1), + lua_to(L,2), + lua_to(L,3), + lua_to(L,4), + lua_to(L,5), + lua_to(L,6), + lua_to(L,7), + lua_to(L,8), + lua_to(L,9), + lua_to(L,10), + lua_to(L,11), + lua_to(L,12), + lua_to(L,13) + ); + return 0; + } /** * \brief Specialization of the wrapper for functions that diff --git a/src/lib/geogram/mesh/mesh.cpp b/src/lib/geogram/mesh/mesh.cpp index a6bef4a1..136e8a3f 100644 --- a/src/lib/geogram/mesh/mesh.cpp +++ b/src/lib/geogram/mesh/mesh.cpp @@ -2157,6 +2157,29 @@ namespace { return result; } + /** + * \brief Gets the names of all attributes from an AttributeManager + * \param[in] attributes a const reference to the attribute manager + * \param[in] prefix a const rerefenre to a string to be prepended to + * all attribute names + * \return a ';'-separated list of all the attributes + */ + std::string get_attributes_impl( + const AttributesManager& attributes, + const std::string& prefix + ) { + std::string result; + vector attribute_names; + attributes.list_attribute_names(attribute_names); + + for(index_t i=0; ielements_type_matches(typeid(vec3).name()) && - (max_dim == 0 || 2 <= max_dim) + (max_dim == 0 || 3 <= max_dim) ) { if(result != "") { result += ";"; @@ -2225,6 +2248,36 @@ namespace { } namespace GEO { + + std::string Mesh::get_attributes() const { + std::string result; + strappend( + result,get_attributes_impl(vertices.attributes(),"vertices") + ); + strappend( + result,get_attributes_impl(edges.attributes(),"edges") + ); + strappend( + result,get_attributes_impl(facets.attributes(),"facets") + ); + strappend( + result,get_attributes_impl( + facet_corners.attributes(),"facet_corners" + ) + ); + strappend( + result,get_attributes_impl(cells.attributes(),"cells") + ); + strappend( + result,get_attributes_impl( + cell_corners.attributes(),"cell_corners" + ) + ); + strappend(result,get_attributes_impl( + cell_facets.attributes(),"cell_facets") + ); + return result; + } std::string Mesh::get_scalar_attributes() const { std::string result; diff --git a/src/lib/geogram/mesh/mesh.h b/src/lib/geogram/mesh/mesh.h index 0d0b891f..c1486de8 100644 --- a/src/lib/geogram/mesh/mesh.h +++ b/src/lib/geogram/mesh/mesh.h @@ -2702,13 +2702,21 @@ namespace GEO { MeshElementsFlags what=MESH_ALL_ELEMENTS ); + + /** + * \brief Gets the list of all attributes. + * \return a ';'-separated list of all attributes. + */ + std::string get_attributes() const; + /** * \brief Gets the list of all scalar attributes. * \return a ';'-separated list of all scalar attributes. + * \details Whenever there is a vector attribute v of dim d, + * it appends v[0];v[1];...v[d-1] to the list. */ std::string get_scalar_attributes() const; - /** * \brief Gets the list of all vector attributes. * \param[in] max_dim if non-zero, only vector attributes of diff --git a/src/lib/geogram/numerics/predicates.cpp b/src/lib/geogram/numerics/predicates.cpp index d954c2a8..035886ff 100644 --- a/src/lib/geogram/numerics/predicates.cpp +++ b/src/lib/geogram/numerics/predicates.cpp @@ -227,8 +227,9 @@ namespace { * \brief Computes four 2x2 determinants simultaneously in AVX2 * registers. * \param[in] A , B , C , D the coefficients of the four determinants - * distributed over four AVX2 registers. Note: each component corresponds to - * one determinant (and not each register). + * distributed over four AVX2 registers. + * Note: each component corresponds to one determinant + * (and not each register). * \return an AVX2 register with the four determinants */ inline __m256d avx2_vecdet(__m256d A, __m256d B, __m256d C, __m256d D) { @@ -371,7 +372,7 @@ namespace { return (det > epsval) * -1 + (det < -epsval); } - + #endif /** diff --git a/src/lib/geogram/numerics/predicates/orient4d.h b/src/lib/geogram/numerics/predicates/orient4d.h old mode 100755 new mode 100644 index e9204ec5..17817ec3 --- a/src/lib/geogram/numerics/predicates/orient4d.h +++ b/src/lib/geogram/numerics/predicates/orient4d.h @@ -2,110 +2,114 @@ /* Generated from source file: orient4d.pck */ inline int orienth_3d_filter( const double* p0, const double* p1, const double* p2, const double* p3, const double* p4, double h0, double h1, double h2, double h3, double h4) { + double a00; + a00 = (p1[0] - p0[0]); + double a01; + a01 = (p1[1] - p0[1]); + double a02; + a02 = (p1[2] - p0[2]); + double a03; + a03 = (h1 - h0); + double a10; + a10 = (p2[0] - p0[0]); double a11; - a11 = (p1[0] - p0[0]); + a11 = (p2[1] - p0[1]); double a12; - a12 = (p1[1] - p0[1]); + a12 = (p2[2] - p0[2]); double a13; - a13 = (p1[2] - p0[2]); - double a14; - a14 = (h1 - h0); + a13 = (h2 - h0); + double a20; + a20 = (p3[0] - p0[0]); double a21; - a21 = (p2[0] - p0[0]); + a21 = (p3[1] - p0[1]); double a22; - a22 = (p2[1] - p0[1]); + a22 = (p3[2] - p0[2]); double a23; - a23 = (p2[2] - p0[2]); - double a24; - a24 = (h2 - h0); + a23 = (h3 - h0); + double a30; + a30 = (p4[0] - p0[0]); double a31; - a31 = (p3[0] - p0[0]); + a31 = (p4[1] - p0[1]); double a32; - a32 = (p3[1] - p0[1]); + a32 = (p4[2] - p0[2]); double a33; - a33 = (p3[2] - p0[2]); - double a34; - a34 = (h3 - h0); - double a41; - a41 = (p3[0] - p0[0]); - double a42; - a42 = (p3[1] - p0[1]); - double a43; - a43 = (p3[2] - p0[2]); - double a44; - a44 = (h4 - h0); + a33 = (h4 - h0); + double m12; + m12 = ((a10 * a01) - (a00 * a11)); + double m13; + m13 = ((a20 * a01) - (a00 * a21)); + double m14; + m14 = ((a30 * a01) - (a00 * a31)); + double m23; + m23 = ((a20 * a11) - (a10 * a21)); + double m24; + m24 = ((a30 * a11) - (a10 * a31)); + double m34; + m34 = ((a30 * a21) - (a20 * a31)); + double m123; + m123 = (((m23 * a02) - (m13 * a12)) + (m12 * a22)); + double m124; + m124 = (((m24 * a02) - (m14 * a12)) + (m12 * a32)); + double m134; + m134 = (((m34 * a02) - (m14 * a22)) + (m13 * a32)); + double m234; + m234 = (((m34 * a12) - (m24 * a22)) + (m23 * a32)); double Delta; - Delta = ((((a11 * (((a22 * ((a33 * a44) - (a34 * a43))) - (a32 * ((a23 * a44) - (a24 * a43)))) + (a42 * ((a23 * a34) - (a24 * a33))))) - (a21 * (((a12 * ((a33 * a44) - (a34 * a43))) - (a32 * ((a13 * a44) - (a14 * a43)))) + (a42 * ((a13 * a34) - (a14 * a33)))))) + (a31 * (((a12 * ((a23 * a44) - (a24 * a43))) - (a22 * ((a13 * a44) - (a14 * a43)))) + (a42 * ((a13 * a24) - (a14 * a23)))))) - (a41 * (((a12 * ((a23 * a34) - (a24 * a33))) - (a22 * ((a13 * a34) - (a14 * a33)))) + (a32 * ((a13 * a24) - (a14 * a23)))))); + Delta = ((((m234 * a03) - (m134 * a13)) + (m124 * a23)) - (m123 * a33)); int int_tmp_result; double eps; - double max1 = fabs(a11); - if( (max1 < fabs(a21)) ) + double max1 = fabs(a00); + if( (max1 < fabs(a10)) ) { - max1 = fabs(a21); + max1 = fabs(a10); } - if( (max1 < fabs(a31)) ) + if( (max1 < fabs(a20)) ) { - max1 = fabs(a31); + max1 = fabs(a20); } - if( (max1 < fabs(a41)) ) + if( (max1 < fabs(a30)) ) { - max1 = fabs(a41); + max1 = fabs(a30); } - double max2 = fabs(a12); - if( (max2 < fabs(a22)) ) + double max2 = fabs(a01); + if( (max2 < fabs(a11)) ) { - max2 = fabs(a22); + max2 = fabs(a11); } - if( (max2 < fabs(a32)) ) + if( (max2 < fabs(a21)) ) { - max2 = fabs(a32); + max2 = fabs(a21); } - if( (max2 < fabs(a42)) ) + if( (max2 < fabs(a31)) ) { - max2 = fabs(a42); + max2 = fabs(a31); } - double max3 = fabs(a13); - if( (max3 < fabs(a14)) ) + double max3 = fabs(a02); + if( (max3 < fabs(a12)) ) { - max3 = fabs(a14); + max3 = fabs(a12); } - if( (max3 < fabs(a23)) ) + if( (max3 < fabs(a22)) ) { - max3 = fabs(a23); + max3 = fabs(a22); } - if( (max3 < fabs(a24)) ) + if( (max3 < fabs(a32)) ) { - max3 = fabs(a24); + max3 = fabs(a32); } - if( (max3 < fabs(a33)) ) + double max4 = fabs(a03); + if( (max4 < fabs(a13)) ) { - max3 = fabs(a33); + max4 = fabs(a13); } - if( (max3 < fabs(a34)) ) + if( (max4 < fabs(a23)) ) { - max3 = fabs(a34); - } - double max4 = fabs(a23); - if( (max4 < fabs(a24)) ) - { - max4 = fabs(a24); + max4 = fabs(a23); } if( (max4 < fabs(a33)) ) { max4 = fabs(a33); } - if( (max4 < fabs(a34)) ) - { - max4 = fabs(a34); - } - if( (max4 < fabs(a43)) ) - { - max4 = fabs(a43); - } - if( (max4 < fabs(a44)) ) - { - max4 = fabs(a44); - } double lower_bound_1; double upper_bound_1; lower_bound_1 = max1; @@ -143,17 +147,17 @@ inline int orienth_3d_filter( const double* p0, const double* p1, const double* upper_bound_1 = max4; } } - if( (lower_bound_1 < 2.89273249588395194294e-74) ) + if( (lower_bound_1 < 2.89273249588395233567e-74) ) { return FPG_UNCERTAIN_VALUE; } else { - if( (upper_bound_1 > 7.23700557733225980357e+75) ) + if( (upper_bound_1 > 7.23700557733225900010e+75) ) { return FPG_UNCERTAIN_VALUE; } - eps = (3.17768858673611390687e-14 * (((max3 * max4) * max2) * max1)); + eps = (3.17768858673611390687e-14 * (((max1 * max2) * max3) * max4)); if( (Delta > eps) ) { int_tmp_result = 1; @@ -172,3 +176,4 @@ inline int orienth_3d_filter( const double* p0, const double* p1, const double* } return int_tmp_result; } + diff --git a/src/lib/geogram/numerics/predicates/orient4d.pck b/src/lib/geogram/numerics/predicates/orient4d.pck old mode 100755 new mode 100644 index db525679..d1b78bf6 --- a/src/lib/geogram/numerics/predicates/orient4d.pck +++ b/src/lib/geogram/numerics/predicates/orient4d.pck @@ -8,34 +8,39 @@ Sign predicate(orienth)( DIM ) { - scalar a11 = p1_0 - p0_0 ; - scalar a12 = p1_1 - p0_1 ; - scalar a13 = p1_2 - p0_2 ; - scalar a14 = h1 - h0 ; - - - scalar a21 = p2_0 - p0_0 ; - scalar a22 = p2_1 - p0_1 ; - scalar a23 = p2_2 - p0_2 ; - scalar a24 = h2 - h0 ; - - scalar a31 = p3_0 - p0_0 ; - scalar a32 = p3_1 - p0_1 ; - scalar a33 = p3_2 - p0_2 ; - scalar a34 = h3 - h0 ; - - scalar a41 = p3_0 - p0_0 ; - scalar a42 = p3_1 - p0_1 ; - scalar a43 = p3_2 - p0_2 ; - scalar a44 = h4 - h0 ; - - scalar Delta = det4x4( - a11,a12,a13,a14, - a21,a22,a23,a24, - a31,a32,a33,a34, - a41,a42,a43,a44 - ) ; - + scalar a00 = p1_0 - p0_0 ; + scalar a01 = p1_1 - p0_1 ; + scalar a02 = p1_2 - p0_2 ; + scalar a03 = h1 - h0 ; + + scalar a10 = p2_0 - p0_0 ; + scalar a11 = p2_1 - p0_1 ; + scalar a12 = p2_2 - p0_2 ; + scalar a13 = h2 - h0 ; + + scalar a20 = p3_0 - p0_0 ; + scalar a21 = p3_1 - p0_1 ; + scalar a22 = p3_2 - p0_2 ; + scalar a23 = h3 - h0 ; + + scalar a30 = p4_0 - p0_0 ; + scalar a31 = p4_1 - p0_1 ; + scalar a32 = p4_2 - p0_2 ; + scalar a33 = h4 - h0 ; + + scalar m12 = a10*a01 - a00*a11; + scalar m13 = a20*a01 - a00*a21; + scalar m14 = a30*a01 - a00*a31; + scalar m23 = a20*a11 - a10*a21; + scalar m24 = a30*a11 - a10*a31; + scalar m34 = a30*a21 - a20*a31; + + scalar m123 = m23*a02 - m13*a12 + m12*a22; + scalar m124 = m24*a02 - m14*a12 + m12*a32; + scalar m134 = m34*a02 - m14*a22 + m13*a32; + scalar m234 = m34*a12 - m24*a22 + m23*a32; + + scalar Delta = (m234*a03 - m134*a13 + m124*a23 - m123*a33); return sign(Delta); } diff --git a/src/lib/geogram/numerics/predicates/side4h.h b/src/lib/geogram/numerics/predicates/side4h.h old mode 100755 new mode 100644 diff --git a/src/lib/geogram/parameterization/mesh_LSCM.cpp b/src/lib/geogram/parameterization/mesh_LSCM.cpp index ebbc420c..c1580074 100644 --- a/src/lib/geogram/parameterization/mesh_LSCM.cpp +++ b/src/lib/geogram/parameterization/mesh_LSCM.cpp @@ -106,7 +106,7 @@ namespace { * \brief Computes the least squares conformal map and stores it in * the texture coordinates of the mesh. * \details Outline of the algorithm (steps 1,2,3 are not used - * in spetral mode): + * in spectral mode): * - 1) Find an initial solution by projecting on a plane * - 2) Lock two vertices of the mesh * - 3) Copy the initial u,v coordinates to OpenNL diff --git a/src/lib/geogram/parameterization/mesh_param_packer.cpp b/src/lib/geogram/parameterization/mesh_param_packer.cpp index 567021e6..152ad78b 100755 --- a/src/lib/geogram/parameterization/mesh_param_packer.cpp +++ b/src/lib/geogram/parameterization/mesh_param_packer.cpp @@ -62,13 +62,16 @@ namespace { * \brief Tests whether texture coordinates are continuous across * an edge. * \param[in] M a const reference to the mesh - * \param[in] tex_coord the facet corner attribute with the texture coordinates + * \param[in] tex_coord the facet corner attribute with the texture + * coordinates * \param[in] f1 the facet * \param[in] le1 the local index of the edge in the facet * \retval true if texture coordinates are continous across the edge * \retval false otherwise */ - bool edge_is_continuous(const Mesh& M, Attribute& tex_coord, index_t f1, index_t le1) { + bool edge_is_continuous( + const Mesh& M, Attribute& tex_coord, index_t f1, index_t le1 + ) { index_t c11 = M.facets.corners_begin(f1) + le1; index_t c12 = M.facets.next_corner_around_facet(f1,c11); @@ -199,9 +202,20 @@ namespace { mesh_decl_.indexData = triangles_.data(); mesh_decl_.indexOffset = 0; mesh_decl_.indexFormat = xatlas::IndexFormat::UInt32; + + uv_mesh_decl_.vertexCount = cur_xatlas_vertex; + uv_mesh_decl_.vertexStride = sizeof(float)*2; + uv_mesh_decl_.vertexUvData = uv_.data(); + uv_mesh_decl_.indexCount = triangles_.size(); + uv_mesh_decl_.indexData = triangles_.data(); + uv_mesh_decl_.indexOffset = 0; + uv_mesh_decl_.indexFormat = xatlas::IndexFormat::UInt32; + uv_mesh_decl_.faceMaterialData = nullptr; + uv_mesh_decl_.rotateCharts = false; } xatlas::MeshDecl mesh_decl_; + xatlas::UvMeshDecl uv_mesh_decl_; vector xyz_; vector uv_; vector triangles_; @@ -210,9 +224,10 @@ namespace { /** * \brief Allocator function for geogram - * \details If we call realloc() with size == 0 to free memory (as xatlas does), then - * valgrind thinks that there is a memory leak, so I re-interpret the initial - * intent of the caller here, to make the memory debugger happy. + * \details If we call realloc() with size == 0 to free memory + * (as xatlas does), then valgrind thinks that there is a memory leak, + * so I re-interpret the initial intent of the caller here, + * to make the memory debugger happy. */ void* my_realloc(void* ptr, size_t size) { if(size == 0) { @@ -311,8 +326,8 @@ namespace GEO { atlas = xatlas::Create(); for(index_t c=0; c facet_corner_xatlas_vertex_index( + mesh.facet_corners.attributes(), "xatlas_index" + ); + for(index_t f: mesh.facets) { + index_t chart_id = chart[f]; + for(index_t c: mesh.facets.corners(f)) { + index_t v = facet_corner_xatlas_vertex_index[c]; + const xatlas::Vertex& vertex = + atlas->meshes[chart_id].vertexArray[v]; + double U = double(vertex.uv[0]); + double V = double(vertex.uv[1]); + u_min = std::min(u_min,U); + v_min = std::min(v_min,V); + u_max = std::max(u_max,U); + v_max = std::max(v_max,V); + } + } + } + // Scale texture coordinates to [0,1] { + double scale = 1.0 / std::max(u_max-u_min,v_max-v_min); Attribute facet_corner_xatlas_vertex_index( mesh.facet_corners.attributes(), "xatlas_index" ); @@ -346,8 +387,8 @@ namespace GEO { index_t v = facet_corner_xatlas_vertex_index[c]; const xatlas::Vertex& vertex = atlas->meshes[chart_id].vertexArray[v]; - tex_coord[2*c] = (vertex.uv[0] / atlas->width); - tex_coord[2*c+1] = (vertex.uv[1] / atlas->width); + tex_coord[2*c] = scale * (double(vertex.uv[0]) - u_min); + tex_coord[2*c+1] = scale * (double(vertex.uv[1]) - v_min); } } facet_corner_xatlas_vertex_index.destroy(); diff --git a/src/lib/geogram/parameterization/mesh_param_packer.h b/src/lib/geogram/parameterization/mesh_param_packer.h index e24ff808..09b51601 100755 --- a/src/lib/geogram/parameterization/mesh_param_packer.h +++ b/src/lib/geogram/parameterization/mesh_param_packer.h @@ -126,7 +126,8 @@ namespace GEO { * \brief Sets the size of the margin (or "gutter") around the charts. * \details This may be required to avoid undesirable blends due to * mip-mapping. - * \param[in] width the number of empty pixels to be preserved around each chart. + * \param[in] width the number of empty pixels to be preserved + * around each chart. */ void set_margin_width_in_pixels(index_t width) { margin_width_in_pixels_ = width; @@ -135,9 +136,10 @@ namespace GEO { protected: /** * \brief Packs a set of charts. - * \param[in,out] charts a const reference to a vector with the charts to be packed. - * \param[in] normalize_only if set, just normalize texture coordinates and do not - * pack the charts. + * \param[in,out] charts a const reference to a vector with the + * charts to be packed. + * \param[in] normalize_only if set, just normalize texture coordinates + * and do not pack the charts. * \details All the charts are supposed to be attached to the same mesh. * Texture coordinates are stored in a 2d vector attribute attached to * the facet corners of the mesh and called "tex_coord". @@ -148,10 +150,11 @@ namespace GEO { * \brief Normalizes the parameterization of a chart. * \param[in,out] chart a reference to the chart to be normalized. * \details This rescales texture coordinates in such a way that the - * chart has the same area in 3D and in texture space. This also applies - * a rotation to the texture coordinates such that the area of the bounding - * rectangle is minimized. Texture coordinates are stored in a 2d vector - * attribute attached to the facet corners of the mesh and called "tex_coord". + * chart has the same area in 3D and in texture space. + * This also applies a rotation to the texture coordinates such that + * the area of the bounding rectangle is minimized. + * Texture coordinates are stored in a 2d vector attribute attached + * to the facet corners of the mesh and called "tex_coord". */ void normalize_chart(Chart& chart); diff --git a/src/lib/geogram/third_party/xatlas/OLD/xatlas.cpp b/src/lib/geogram/third_party/xatlas/OLD/xatlas.cpp new file mode 100644 index 00000000..cfef5609 --- /dev/null +++ b/src/lib/geogram/third_party/xatlas/OLD/xatlas.cpp @@ -0,0 +1,8398 @@ +/* +MIT License + +Copyright (c) 2018-2019 Jonathan Young + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ +/* +thekla_atlas +https://github.com/Thekla/thekla_atlas +MIT License +Copyright (c) 2013 Thekla, Inc +Copyright NVIDIA Corporation 2006 -- Ignacio Castano + +Fast-BVH +https://github.com/brandonpelfrey/Fast-BVH +MIT License +Copyright (c) 2012 Brandon Pelfrey + +px_sched +https://github.com/pplux/px +MIT License +Copyright (c) 2017-2018 Jose L. Hidalgo (PpluX) +*/ +#include +#include +#include +#include +#include +#include +#include // FLT_MAX +#include + +#ifndef _USE_MATH_DEFINES +#define _USE_MATH_DEFINES +#endif +#include +#define __STDC_LIMIT_MACROS +#include +#include +#include +#include "xatlas.h" +#include // [Bruno] + +// [Bruno] +#ifdef _MSC_VER +#pragma warning(disable:4267) +#endif + +#if !defined(NDEBUG) && !defined(_DEBUG) +#define _DEBUG 1 +#endif + +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif + +#define XA_STR(x) #x +#define XA_XSTR(x) XA_STR(x) + +#ifndef XA_ASSERT +#define XA_ASSERT(exp) if (!(exp)) { XA_PRINT_WARNING(0, "\rASSERT: %s %s %d\n", XA_XSTR(exp), __FILE__, __LINE__); } +#endif + +// [Bruno] +#ifndef XA_DEBUG_ASSERT +# ifdef _DEBUG +# define XA_DEBUG_ASSERT(exp) // assert(exp) --> note: some problems in edgemap !!! +# else +# define XA_DEBUG_ASSERT(exp) +# endif +#endif + +#define XA_ALLOC(type) (type *)internal::Realloc(NULL, sizeof(type), __FILE__, __LINE__) +#define XA_ALLOC_ARRAY(type, num) (type *)internal::Realloc(NULL, sizeof(type) * num, __FILE__, __LINE__) +#define XA_REALLOC(ptr, type, num) (type *)internal::Realloc(ptr, sizeof(type) * num, __FILE__, __LINE__) +#define XA_FREE(ptr) internal::Realloc(ptr, 0, __FILE__, __LINE__) +#define XA_NEW(type, ...) new (XA_ALLOC(type)) type(__VA_ARGS__) + +//[Bruno] +// #define XA_PRINT(...) printf(__VA_ARGS__) + +#ifndef XA_PRINT +#define XA_PRINT(...) \ + if (xatlas::internal::s_print && xatlas::internal::s_printVerbose) \ + xatlas::internal::s_print(__VA_ARGS__); +#endif + +#ifndef XA_PRINT_WARNING +#define XA_PRINT_WARNING(...) \ + if (xatlas::internal::s_print) \ + xatlas::internal::s_print(__VA_ARGS__); +#endif + +#define XA_EPSILON (0.0001f) +#define XA_NORMAL_EPSILON (0.001f) +#define XA_RANDOM_SEED (845281456) +#define XA_UNUSED(a) ((void)(a)) + +//[Bruno] deactivate multithreading, +// not supported by all platforms +// (e.g., old MacOSX) +//#ifndef XA_MULTITHREADED +//#define XA_MULTITHREADED 1 +//#endif + +#define XA_CHECK_FACE_OVERLAP 1 +#define XA_DEBUG_HEAP 0 +#define XA_DEBUG_SINGLE_CHART 0 + +#ifndef XA_DEBUG_EXPORT_ATLAS_IMAGES +#define XA_DEBUG_EXPORT_ATLAS_IMAGES 0 +#endif + +#define XA_DEBUG_EXPORT_OBJ 0 +#define XA_DEBUG_EXPORT_OBJ_SOURCE_MESHES 0 +#define XA_DEBUG_EXPORT_OBJ_CHART_GROUPS 0 +#define XA_DEBUG_EXPORT_OBJ_CHARTS 0 +#define XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION 0 +#define XA_DEBUG_EXPORT_OBJ_BEFORE_FIX_TJUNCTION 0 +#define XA_DEBUG_EXPORT_OBJ_BEFORE_CLOSE_HOLES 0 +#define XA_DEBUG_EXPORT_OBJ_FAILED_CLOSE_HOLES 0 +#define XA_DEBUG_EXPORT_OBJ_NOT_DISK 0 + +namespace xatlas { +namespace internal { + +static ReallocFunc s_realloc = realloc; +static PrintFunc s_print = printf; +static bool s_printVerbose = false; + +#if XA_DEBUG_HEAP +struct AllocHeader +{ + size_t size; + const char *file; + int line; + AllocHeader *prev, *next; +}; + +static AllocHeader *s_allocRoot = NULL; +static size_t s_allocTotalSize = 0; +static size_t s_allocPeakSize = 0; + +static void *Realloc(void *ptr, size_t size, const char *file, int line) +{ + if (!size && !ptr) + return NULL; + uint8_t *realPtr = NULL; + AllocHeader *header = NULL; + if (ptr) { + realPtr = ((uint8_t *)ptr) - sizeof(AllocHeader); + header = (AllocHeader *)realPtr; + } + if (!size || realPtr) { + // free or realloc, either way, remove. + s_allocTotalSize -= header->size; + if (header->prev) + header->prev->next = header->next; + else + s_allocRoot = header->next; + if (header->next) + header->next->prev = header->prev; + } + if (!size) + return s_realloc(realPtr, 0); // free + size += sizeof(AllocHeader); + uint8_t *newPtr = (uint8_t *)s_realloc(realPtr, size); + if (!newPtr) + return NULL; + header = (AllocHeader *)newPtr; + header->size = size; + header->file = file; + header->line = line; + if (!s_allocRoot) { + s_allocRoot = header; + header->prev = header->next = 0; + } else { + header->prev = NULL; + header->next = s_allocRoot; + s_allocRoot = header; + header->next->prev = header; + } + s_allocTotalSize += size; + if (s_allocTotalSize > s_allocPeakSize) + s_allocPeakSize = s_allocTotalSize; + return newPtr + sizeof(AllocHeader); +} + +static void ReportAllocs() +{ + AllocHeader *header = s_allocRoot; + while (header) { + printf("Leak: %d bytes %s %d\n", header->size, header->file, header->line); + header = header->next; + } + printf("%0.2fMB peak memory usage\n", s_allocPeakSize / 1024.0f / 1024.0f); +} +#else +static void *Realloc(void *ptr, size_t size, const char * /*file*/, int /*line*/) +{ + void *mem = s_realloc(ptr, size); + if (size > 0) { + XA_DEBUG_ASSERT(mem); + } + return mem; +} +#endif + +static int align(int x, int a) +{ + return (x + a - 1) & ~(a - 1); +} + +template +static T max(const T &a, const T &b) +{ + return a > b ? a : b; +} + +template +static T min(const T &a, const T &b) +{ + return a < b ? a : b; +} + +template +static T max3(const T &a, const T &b, const T &c) +{ + return max(a, max(b, c)); +} + +/// Return the maximum of the three arguments. +template +static T min3(const T &a, const T &b, const T &c) +{ + return min(a, min(b, c)); +} + +/// Clamp between two values. +template +static T clamp(const T &x, const T &a, const T &b) +{ + return min(max(x, a), b); +} + +template +static void swap(T &a, T &b) +{ + T temp = a; + a = b; + b = temp; + temp = T(); +} + +union FloatUint32 +{ + float f; + uint32_t u; +}; + +static bool isFinite(float f) +{ + FloatUint32 fu; + fu.f = f; + return fu.u != 0x7F800000u && fu.u != 0x7F800001u; +} + +// Robust floating point comparisons: +// http://realtimecollisiondetection.net/blog/?p=89 +static bool equal(const float f0, const float f1, const float epsilon = XA_EPSILON) +{ + //return fabs(f0-f1) <= epsilon; + return fabs(f0 - f1) <= epsilon * max3(1.0f, fabsf(f0), fabsf(f1)); +} + +static int ftoi_ceil(float val) +{ + return (int)ceilf(val); +} + +static int ftoi_round(float f) +{ + return int(floorf(f + 0.5f)); +} + +static bool isZero(const float f, const float epsilon = XA_EPSILON) +{ + return fabs(f) <= epsilon; +} + +static float square(float f) +{ + return f * f; +} + +/** Return the next power of two. +* @see http://graphics.stanford.edu/~seander/bithacks.html +* @warning Behaviour for 0 is undefined. +* @note isPowerOfTwo(x) == true -> nextPowerOfTwo(x) == x +* @note nextPowerOfTwo(x) = 2 << log2(x-1) +*/ +static uint32_t nextPowerOfTwo(uint32_t x) +{ + XA_DEBUG_ASSERT( x != 0 ); + // On modern CPUs this is supposed to be as fast as using the bsr instruction. + x--; + x |= x >> 1; + x |= x >> 2; + x |= x >> 4; + x |= x >> 8; + x |= x >> 16; + return x + 1; +} + +static uint32_t sdbmHash(const void *data_in, uint32_t size, uint32_t h = 5381) +{ + const uint8_t *data = (const uint8_t *) data_in; + uint32_t i = 0; + while (i < size) { + h = (h << 16) + (h << 6) - h + (uint32_t ) data[i++]; + } + return h; +} + +template +static uint32_t hash(const T &t, uint32_t h = 5381) +{ + return sdbmHash(&t, sizeof(T), h); +} + +// Functors for hash table: +template struct Hash +{ + uint32_t operator()(const Key &k) const { return hash(k); } +}; + +template struct Equal +{ + bool operator()(const Key &k0, const Key &k1) const { return k0 == k1; } +}; + +class Vector2 +{ +public: + Vector2() {} + explicit Vector2(float f) : x(f), y(f) {} + Vector2(float x, float y): x(x), y(y) {} + + Vector2 operator-() const + { + return Vector2(-x, -y); + } + + void operator+=(const Vector2 &v) + { + x += v.x; + y += v.y; + } + + void operator-=(const Vector2 &v) + { + x -= v.x; + y -= v.y; + } + + void operator*=(float s) + { + x *= s; + y *= s; + } + + void operator*=(const Vector2 &v) + { + x *= v.x; + y *= v.y; + } + + float x, y; +}; + +static bool operator==(const Vector2 &a, const Vector2 &b) +{ + return a.x == b.x && a.y == b.y; +} + +static bool operator!=(const Vector2 &a, const Vector2 &b) +{ + return a.x != b.x || a.y != b.y; +} + +static Vector2 operator+(const Vector2 &a, const Vector2 &b) +{ + return Vector2(a.x + b.x, a.y + b.y); +} + +static Vector2 operator-(const Vector2 &a, const Vector2 &b) +{ + return Vector2(a.x - b.x, a.y - b.y); +} + +static Vector2 operator*(const Vector2 &v, float s) +{ + return Vector2(v.x * s, v.y * s); +} + +static Vector2 operator*(const Vector2 &v1, const Vector2 &v2) +{ + return Vector2(v1.x * v2.x, v1.y * v2.y); +} + +static Vector2 lerp(const Vector2 &v1, const Vector2 &v2, float t) +{ + const float s = 1.0f - t; + return Vector2(v1.x * s + t * v2.x, v1.y * s + t * v2.y); +} + +static float dot(const Vector2 &a, const Vector2 &b) +{ + return a.x * b.x + a.y * b.y; +} + +static float lengthSquared(const Vector2 &v) +{ + return v.x * v.x + v.y * v.y; +} + +static float length(const Vector2 &v) +{ + return sqrtf(lengthSquared(v)); +} + +// [Bruno] +static float safe_length(const Vector2 &v) +{ + float result = sqrtf(lengthSquared(v)); + if(result < 1e-6f) { + result = 1e-6f; + } + return result; +} + + +// [Bruno] deactivated for now +//#ifdef _DEBUG +//static bool isNormalized(const Vector2 &v, float epsilon = XA_NORMAL_EPSILON) +//{ +// return equal(length(v), 1, epsilon); +//} +//#endif + +static Vector2 normalize(const Vector2 &v, float epsilon = XA_EPSILON) +{ + float l = length(v); + XA_DEBUG_ASSERT(!isZero(l, epsilon)); + XA_UNUSED(epsilon); + Vector2 n = v * (1.0f / l); + XA_DEBUG_ASSERT(isNormalized(n)); + return n; +} + +static bool equal(const Vector2 &v1, const Vector2 &v2, float epsilon = XA_EPSILON) +{ + return equal(v1.x, v2.x, epsilon) && equal(v1.y, v2.y, epsilon); +} + +static Vector2 min(const Vector2 &a, const Vector2 &b) +{ + return Vector2(min(a.x, b.x), min(a.y, b.y)); +} + +static Vector2 max(const Vector2 &a, const Vector2 &b) +{ + return Vector2(max(a.x, b.x), max(a.y, b.y)); +} + +static bool isFinite(const Vector2 &v) +{ + return isFinite(v.x) && isFinite(v.y); +} + +// Note, this is the area scaled by 2! +static float triangleArea(const Vector2 &v0, const Vector2 &v1) +{ + return (v0.x * v1.y - v0.y * v1.x); // * 0.5f; +} + +static float triangleArea(const Vector2 &a, const Vector2 &b, const Vector2 &c) +{ + // IC: While it may be appealing to use the following expression: + //return (c.x * a.y + a.x * b.y + b.x * c.y - b.x * a.y - c.x * b.y - a.x * c.y); // * 0.5f; + // That's actually a terrible idea. Small triangles far from the origin can end up producing fairly large floating point + // numbers and the results becomes very unstable and dependent on the order of the factors. + // Instead, it's preferable to subtract the vertices first, and multiply the resulting small values together. The result + // in this case is always much more accurate (as long as the triangle is small) and less dependent of the location of + // the triangle. + //return ((a.x - c.x) * (b.y - c.y) - (a.y - c.y) * (b.x - c.x)); // * 0.5f; + return triangleArea(a - c, b - c); +} + +static bool pointInTriangle(const Vector2 &p, const Vector2 &a, const Vector2 &b, const Vector2 &c) +{ + return triangleArea(a, b, p) >= 0.00001f && triangleArea(b, c, p) >= 0.00001f && triangleArea(c, a, p) >= 0.00001f; +} + +#if XA_CHECK_FACE_OVERLAP +static bool linesIntersect(const Vector2 &a1, const Vector2 &a2, const Vector2 &b1, const Vector2 &b2) +{ + const Vector2 v0 = a2 - a1; + const Vector2 v1 = b2 - b1; + const float denom = -v1.x * v0.y + v0.x * v1.y; + if (equal(denom, 0.0f)) + return false; + const float s = (-v0.y * (a1.x - b1.x) + v0.x * (a1.y - b1.y)) / denom; + const float t = ( v1.x * (a1.y - b1.y) - v1.y * (a1.x - b1.x)) / denom; + return s > 0.0f && s < 1.0f && t > 0.0f && t < 1.0f; +} +#endif + +class Vector3 +{ +public: + Vector3() {} + explicit Vector3(float f) : x(f), y(f), z(f) {} + Vector3(float x, float y, float z) : x(x), y(y), z(z) {} + Vector3(const Vector2 &v, float z) : x(v.x), y(v.y), z(z) {} + + Vector2 xy() const + { + return Vector2(x, y); + } + + Vector3 operator-() const + { + return Vector3(-x, -y, -z); + } + + void operator+=(const Vector3 &v) + { + x += v.x; + y += v.y; + z += v.z; + } + + void operator-=(const Vector3 &v) + { + x -= v.x; + y -= v.y; + z -= v.z; + } + + void operator*=(float s) + { + x *= s; + y *= s; + z *= s; + } + + void operator/=(float s) + { + float is = 1.0f / s; + x *= is; + y *= is; + z *= is; + } + + void operator*=(const Vector3 &v) + { + x *= v.x; + y *= v.y; + z *= v.z; + } + + void operator/=(const Vector3 &v) + { + x /= v.x; + y /= v.y; + z /= v.z; + } + + float x, y, z; +}; + +static bool operator==(const Vector3 &a, const Vector3 &b) +{ + return a.x == b.x && a.y == b.y && a.z == b.z; +} + +static bool operator!=(const Vector3 &a, const Vector3 &b) +{ + return a.x != b.x || a.y != b.y || a.z != b.z; +} + +static Vector3 add(const Vector3 &a, const Vector3 &b) +{ + return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); +} + +static Vector3 operator+(const Vector3 &a, const Vector3 &b) +{ + return add(a, b); +} + +static Vector3 sub(const Vector3 &a, const Vector3 &b) +{ + return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); +} + +static Vector3 operator-(const Vector3 &a, const Vector3 &b) +{ + return sub(a, b); +} + +static Vector3 cross(const Vector3 &a, const Vector3 &b) +{ + return Vector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); +} + +static Vector3 operator*(const Vector3 &v, float s) +{ + return Vector3(v.x * s, v.y * s, v.z * s); +} + +static Vector3 operator*(float s, const Vector3 &v) +{ + return Vector3(v.x * s, v.y * s, v.z * s); +} + +static Vector3 operator/(const Vector3 &v, float s) +{ + return v * (1.0f / s); +} + +static Vector3 lerp(const Vector3 &v1, const Vector3 &v2, float t) +{ + const float s = 1.0f - t; + return Vector3(v1.x * s + t * v2.x, v1.y * s + t * v2.y, v1.z * s + t * v2.z); +} + +static float dot(const Vector3 &a, const Vector3 &b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z; +} + +static float lengthSquared(const Vector3 &v) +{ + return v.x * v.x + v.y * v.y + v.z * v.z; +} + +static float length(const Vector3 &v) +{ + return sqrtf(lengthSquared(v)); +} + +static bool isNormalized(const Vector3 &v, float epsilon = XA_NORMAL_EPSILON) +{ + return equal(length(v), 1, epsilon); +} + +static Vector3 normalize(const Vector3 &v, float epsilon = XA_EPSILON) +{ + float l = length(v); + XA_DEBUG_ASSERT(!isZero(l, epsilon)); + XA_UNUSED(epsilon); + Vector3 n = v * (1.0f / l); + XA_DEBUG_ASSERT(isNormalized(n)); + return n; +} + +static Vector3 normalizeSafe(const Vector3 &v, const Vector3 &fallback, float epsilon = XA_EPSILON) +{ + float l = length(v); + if (isZero(l, epsilon)) { + return fallback; + } + return v * (1.0f / l); +} + +static bool equal(const Vector3 &v0, const Vector3 &v1, float epsilon = XA_EPSILON) +{ + return fabs(v0.x - v1.x) <= epsilon && fabs(v0.y - v1.y) <= epsilon && fabs(v0.z - v1.z) <= epsilon; +} + +static Vector3 min(const Vector3 &a, const Vector3 &b) +{ + return Vector3(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z)); +} + +static Vector3 max(const Vector3 &a, const Vector3 &b) +{ + return Vector3(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)); +} + +#ifdef _DEBUG +bool isFinite(const Vector3 &v) +{ + return isFinite(v.x) && isFinite(v.y) && isFinite(v.z); +} +#endif + +struct Vector3Hash +{ + uint32_t operator()(const Vector3 &v) const + { + int32_t data[3]; + data[0] = (int32_t)(v.x * 100.0f); + data[1] = (int32_t)(v.y * 100.0f); + data[2] = (int32_t)(v.z * 100.0f); + return sdbmHash(data, sizeof(data)); + } +}; + +struct Vector3Equal +{ + bool operator()(const Vector3 &v0, const Vector3 &v1) const + { + return equal(v0, v1); + } +}; + +template +static void construct_range(T * ptr, uint32_t new_size, uint32_t old_size) { + for (uint32_t i = old_size; i < new_size; i++) { + new(ptr+i) T; // placement new + } +} + +template +static void construct_range(T * ptr, uint32_t new_size, uint32_t old_size, const T & elem) { + for (uint32_t i = old_size; i < new_size; i++) { + new(ptr+i) T(elem); // placement new + } +} + +template +static void construct_range(T * ptr, uint32_t new_size, uint32_t old_size, const T * src) { + for (uint32_t i = old_size; i < new_size; i++) { + new(ptr+i) T(src[i]); // placement new + } +} + +template +static void destroy_range(T * ptr, uint32_t new_size, uint32_t old_size) { + for (uint32_t i = new_size; i < old_size; i++) { + (ptr+i)->~T(); // Explicit call to the destructor + } +} + + +#if 0 +/** +* Replacement for std::vector that is easier to debug and provides +* some nice foreach enumerators. +*/ +template +class Array { +public: + typedef uint32_t size_type; + + Array() : m_buffer(NULL), m_capacity(0), m_size(0) {} + + Array(const Array & a) : m_buffer(NULL), m_capacity(0), m_size(0) + { + copy(a.m_buffer, a.m_size); + } + + Array(const T * ptr, uint32_t num) : m_buffer(NULL), m_capacity(0), m_size(0) + { + copy(ptr, num); + } + + explicit Array(uint32_t capacity) : m_buffer(NULL), m_capacity(0), m_size(0) + { + setArrayCapacity(capacity); + } + + ~Array() + { + destroy(); + } + + const Array &operator=(const Array &other) + { + m_buffer = other.m_buffer; + m_capacity = other.m_capacity; + m_size = other.m_size; + return *this; + } + + const T & operator[]( uint32_t index ) const + { + XA_DEBUG_ASSERT(index < m_size); + return m_buffer[index]; + } + + T & operator[] ( uint32_t index ) + { + XA_DEBUG_ASSERT(index < m_size); + return m_buffer[index]; + } + + uint32_t size() const { return m_size; } + const T * data() const { return m_buffer; } + T * data() { return m_buffer; } + T * begin() { return m_buffer; } + T * end() { return m_buffer + m_size; } + const T * begin() const { return m_buffer; } + const T * end() const { return m_buffer + m_size; } + bool isEmpty() const { return m_size == 0; } + + void push_back( const T & val ) + { + XA_DEBUG_ASSERT(&val < m_buffer || &val >= m_buffer+m_size); + uint32_t old_size = m_size; + uint32_t new_size = m_size + 1; + setArraySize(new_size); + construct_range(m_buffer, new_size, old_size, val); + } + + void pop_back() + { + XA_DEBUG_ASSERT( m_size > 0 ); + resize( m_size - 1 ); + } + + const T & back() const + { + XA_DEBUG_ASSERT( m_size > 0 ); + return m_buffer[m_size-1]; + } + + T & back() + { + XA_DEBUG_ASSERT( m_size > 0 ); + return m_buffer[m_size-1]; + } + + const T & front() const + { + XA_DEBUG_ASSERT( m_size > 0 ); + return m_buffer[0]; + } + + T & front() + { + XA_DEBUG_ASSERT( m_size > 0 ); + return m_buffer[0]; + } + + // Remove the element at the given index. This is an expensive operation! + void removeAt(uint32_t index) + { + XA_DEBUG_ASSERT(index >= 0 && index < m_size); + if (m_size == 1) { + clear(); + } + else { + m_buffer[index].~T(); + memmove(m_buffer+index, m_buffer+index+1, sizeof(T) * (m_size - 1 - index)); + m_size--; + } + } + + // Insert the given element at the given index shifting all the elements up. + void insertAt(uint32_t index, const T & val = T()) + { + XA_DEBUG_ASSERT( index >= 0 && index <= m_size ); + setArraySize(m_size + 1); + if (index < m_size - 1) { + memmove(m_buffer+index+1, m_buffer+index, sizeof(T) * (m_size - 1 - index)); + } + // Copy-construct into the newly opened slot. + new(m_buffer+index) T(val); + } + + void append(const Array & other) + { + append(other.m_buffer, other.m_size); + } + + void resize(uint32_t new_size) + { + uint32_t old_size = m_size; + // Destruct old elements (if we're shrinking). + destroy_range(m_buffer, new_size, old_size); + setArraySize(new_size); + // Call default constructors + construct_range(m_buffer, new_size, old_size); + } + + void resize(uint32_t new_size, const T & elem) + { + XA_DEBUG_ASSERT(&elem < m_buffer || &elem > m_buffer+m_size); + uint32_t old_size = m_size; + // Destruct old elements (if we're shrinking). + destroy_range(m_buffer, new_size, old_size); + setArraySize(new_size); + // Call copy constructors + construct_range(m_buffer, new_size, old_size, elem); + } + + void clear() + { + // Destruct old elements + destroy_range(m_buffer, 0, m_size); + m_size = 0; + } + + void destroy() + { + clear(); + XA_FREE(m_buffer); + m_buffer = NULL; + m_capacity = 0; + m_size = 0; + } + + void reserve(uint32_t desired_size) + { + if (desired_size > m_capacity) { + setArrayCapacity(desired_size); + } + } + + void copy(const T * data, uint32_t count) + { + destroy_range(m_buffer, 0, m_size); + setArraySize(count); + construct_range(m_buffer, count, 0, data); + } + + void moveTo(Array &other) + { + other.destroy(); + swap(m_buffer, other.m_buffer); + swap(m_capacity, other.m_capacity); + swap(m_size, other.m_size); + } + +protected: + void setArraySize(uint32_t new_size) + { + m_size = new_size; + if (new_size > m_capacity) { + uint32_t new_buffer_size; + if (m_capacity == 0) { + // first allocation is exact + new_buffer_size = new_size; + } + else { + // following allocations grow array by 25% + new_buffer_size = new_size + (new_size >> 2); + } + setArrayCapacity( new_buffer_size ); + } + } + void setArrayCapacity(uint32_t new_capacity) + { + XA_DEBUG_ASSERT(new_capacity >= m_size); + if (new_capacity == 0) { + // free the buffer. + if (m_buffer != NULL) { + XA_FREE(m_buffer); + m_buffer = NULL; + } + } + else { + // realloc the buffer + m_buffer = XA_REALLOC(m_buffer, T, new_capacity); + } + m_capacity = new_capacity; + } + + T * m_buffer; + uint32_t m_capacity; + uint32_t m_size; +}; +#else +// Bruno: Valgrind says that Array has memory leaks, I'd rather use the +// plain-old STL vector. +template class Array : public std::vector { +public: + Array() { + } + Array(size_t size) : std::vector(size) { + } + bool isEmpty() const { + return this->size() == 0; + } + void destroy() { + this->resize(0); + } + void moveTo(Array& other) { + this->swap(other); + } + void removeAt(size_t i) { + this->erase(this->begin()+i); + } + void insertAt(size_t i, T val) { + this->insert(this->begin()+i, val); + } +}; +#endif + + +/// Basis class to compute tangent space basis, ortogonalizations and to +/// transform vectors from one space to another. +class Basis +{ +public: + /// Create a null basis. + Basis() : tangent(0, 0, 0), bitangent(0, 0, 0), normal(0, 0, 0) {} + + void buildFrameForDirection(const Vector3 &d, float angle = 0) + { + XA_ASSERT(isNormalized(d)); + normal = d; + // Choose minimum axis. + if (fabsf(normal.x) < fabsf(normal.y) && fabsf(normal.x) < fabsf(normal.z)) { + tangent = Vector3(1, 0, 0); + } else if (fabsf(normal.y) < fabsf(normal.z)) { + tangent = Vector3(0, 1, 0); + } else { + tangent = Vector3(0, 0, 1); + } + // Ortogonalize + tangent -= normal * dot(normal, tangent); + tangent = normalize(tangent); + bitangent = cross(normal, tangent); + // Rotate frame around normal according to angle. + if (angle != 0.0f) { + float c = cosf(angle); + float s = sinf(angle); + Vector3 tmp = c * tangent - s * bitangent; + bitangent = s * tangent + c * bitangent; + tangent = tmp; + } + } + + Vector3 tangent; + Vector3 bitangent; + Vector3 normal; +}; + +// Simple bit array. +class BitArray +{ +public: + BitArray() : m_size(0) {} + + BitArray(uint32_t sz) + { + resize(sz); + } + + const BitArray &operator=(const BitArray &other) + { + m_size = other.m_size; + m_wordArray = other.m_wordArray; + return *this; + } + + uint32_t size() const + { + return m_size; + } + + void clear() + { + resize(0); + } + + void destroy() + { + m_size = 0; + m_wordArray.destroy(); + } + + void resize(uint32_t new_size) + { + m_size = new_size; + m_wordArray.resize( (m_size + 31) >> 5 ); + } + + /// Get bit. + bool bitAt(uint32_t b) const + { + XA_DEBUG_ASSERT( b < m_size ); + return (m_wordArray[b >> 5] & (1 << (b & 31))) != 0; + } + + // Set a bit. + void setBitAt(uint32_t idx) + { + XA_DEBUG_ASSERT(idx < m_size); + m_wordArray[idx >> 5] |= (1 << (idx & 31)); + } + + // Toggle a bit. + void toggleBitAt(uint32_t idx) + { + XA_DEBUG_ASSERT(idx < m_size); + m_wordArray[idx >> 5] ^= (1 << (idx & 31)); + } + + // Set a bit to the given value. @@ Rename modifyBitAt? + void setBitAt(uint32_t idx, bool b) + { + XA_DEBUG_ASSERT(idx < m_size); + m_wordArray[idx >> 5] = setBits(m_wordArray[idx >> 5], 1 << (idx & 31), b); + XA_DEBUG_ASSERT(bitAt(idx) == b); + } + + // Clear all the bits. + void clearAll() + { + memset(m_wordArray.data(), 0, m_wordArray.size() * sizeof(uint32_t )); + } + + // Set all the bits. + void setAll() + { + memset(m_wordArray.data(), 0xFF, m_wordArray.size() * sizeof(uint32_t )); + } + + void moveTo(BitArray &other) + { + other.destroy(); + m_wordArray.moveTo(other.m_wordArray); + swap(m_size, other.m_size); + } + +private: + // See "Conditionally set or clear bits without branching" at http://graphics.stanford.edu/~seander/bithacks.html + uint32_t setBits(uint32_t w, uint32_t m, bool b) + { + return (w & ~m) | (-int(b) & m); + } + + // Number of bits stored. + uint32_t m_size; + + // Array of bits. + Array m_wordArray; +}; + +class BitImage +{ +public: + BitImage() : m_width(0), m_height(0) {} + BitImage(uint32_t w, uint32_t h) : m_width(w), m_height(h), m_bitArray(w * h) {} + + const BitImage &operator=(const BitImage &other) + { + m_width = other.m_width; + m_height = other.m_height; + m_bitArray = other.m_bitArray; + return *this; + } + + uint32_t width() const { return m_width; } + uint32_t height() const { return m_height; } + + void resize(uint32_t w, uint32_t h, bool initValue) + { + BitArray tmp(w * h); + if (initValue) + tmp.setAll(); + else + tmp.clearAll(); + // @@ Copying one bit at a time. This could be much faster. + for (uint32_t y = 0; y < m_height; y++) { + for (uint32_t x = 0; x < m_width; x++) { + //tmp.setBitAt(y*w + x, bitAt(x, y)); + if (bitAt(x, y) != initValue) + tmp.toggleBitAt(y * w + x); + } + } + tmp.moveTo(m_bitArray); + m_width = w; + m_height = h; + } + + void destroy() + { + m_bitArray.destroy(); + m_width = m_height = 0; + } + + bool bitAt(uint32_t x, uint32_t y) const + { + XA_DEBUG_ASSERT(x < m_width && y < m_height); + return m_bitArray.bitAt(y * m_width + x); + } + + void setBitAt(uint32_t x, uint32_t y) + { + XA_DEBUG_ASSERT(x < m_width && y < m_height); + m_bitArray.setBitAt(y * m_width + x); + } + + void clearAll() + { + m_bitArray.clearAll(); + } + + void moveTo(BitImage &other) + { + other.destroy(); + m_bitArray.moveTo(other.m_bitArray); + swap(m_width, other.m_width); + swap(m_height, other.m_height); + } + +private: + uint32_t m_width; + uint32_t m_height; + BitArray m_bitArray; +}; + +#if XA_CHECK_FACE_OVERLAP +// From Fast-BVH +struct AABB +{ + AABB() : min(FLT_MAX, FLT_MAX, FLT_MAX), max(-FLT_MAX, -FLT_MAX, -FLT_MAX) {} + AABB(const Vector3 &min, const Vector3 &max) : min(min), max(max) { } + AABB(const Vector3 &p) : min(p), max(p) { } + + bool intersect(const AABB &other) const + { + return min.x <= other.max.x && max.x >= other.min.x && min.y <= other.max.y && max.y >= other.min.y && min.z <= other.max.z && max.z >= other.min.z; + } + + void expandToInclude(const Vector3 &p) + { + min = internal::min(min, p); + max = internal::max(max, p); + } + + void expandToInclude(const AABB &aabb) + { + min = internal::min(min, aabb.min); + max = internal::max(max, aabb.max); + } + + void expand(float amount) + { + min -= Vector3(amount); + max += Vector3(amount); + } + + Vector3 centroid() const + { + return min + (max - min) * 0.5f; + } + + uint32_t maxDimension() const + { + const Vector3 extent = max - min; + uint32_t result = 0; + if (extent.y > extent.x) { + result = 1; + if (extent.z > extent.y) + result = 2; + } + else if(extent.z > extent.x) + result = 2; + return result; + } + + Vector3 min, max; +}; + +// From Fast-BVH +class BVH +{ +public: + BVH(const Array &objectAabbs, uint32_t leafSize = 4) + { + m_objectIds.resize(objectAabbs.size()); + for (uint32_t i = 0; i < m_objectIds.size(); i++) + m_objectIds[i] = i; + BuildEntry todo[128]; + uint32_t stackptr = 0; + const uint32_t kRoot = 0xfffffffc; + const uint32_t kUntouched = 0xffffffff; + const uint32_t kTouchedTwice = 0xfffffffd; + // Push the root + todo[stackptr].start = 0; + todo[stackptr].end = objectAabbs.size(); + todo[stackptr].parent = kRoot; + stackptr++; + Node node; + m_nodes.reserve(objectAabbs.size() * 2); + uint32_t nNodes = 0; + while(stackptr > 0) { + // Pop the next item off of the stack + const BuildEntry &bnode = todo[--stackptr]; + const uint32_t start = bnode.start; + const uint32_t end = bnode.end; + const uint32_t nPrims = end - start; + nNodes++; + node.start = start; + node.nPrims = nPrims; + node.rightOffset = kUntouched; + // Calculate the bounding box for this node + AABB bb(objectAabbs[m_objectIds[start]]); + AABB bc(objectAabbs[m_objectIds[start]].centroid()); + for(uint32_t p = start + 1; p < end; ++p) { + bb.expandToInclude(objectAabbs[m_objectIds[p]]); + bc.expandToInclude(objectAabbs[m_objectIds[p]].centroid()); + } + node.aabb = bb; + // If the number of primitives at this point is less than the leaf + // size, then this will become a leaf. (Signified by rightOffset == 0) + if (nPrims <= leafSize) + node.rightOffset = 0; + m_nodes.push_back(node); + // Child touches parent... + // Special case: Don't do this for the root. + if (bnode.parent != kRoot) { + m_nodes[bnode.parent].rightOffset--; + // When this is the second touch, this is the right child. + // The right child sets up the offset for the flat tree. + if (m_nodes[bnode.parent].rightOffset == kTouchedTwice ) + m_nodes[bnode.parent].rightOffset = nNodes - 1 - bnode.parent; + } + // If this is a leaf, no need to subdivide. + if (node.rightOffset == 0) + continue; + // Set the split dimensions + const uint32_t split_dim = bc.maxDimension(); + // Split on the center of the longest axis + const float split_coord = 0.5f * ((&bc.min.x)[split_dim] + (&bc.max.x)[split_dim]); + // Partition the list of objects on this split + uint32_t mid = start; + for (uint32_t i = start; i < end; ++i) { + const Vector3 centroid(objectAabbs[m_objectIds[i]].centroid()); + if ((¢roid.x)[split_dim] < split_coord) { + swap(m_objectIds[i], m_objectIds[mid]); + ++mid; + } + } + // If we get a bad split, just choose the center... + if (mid == start || mid == end) + mid = start + (end - start) / 2; + // Push right child + todo[stackptr].start = mid; + todo[stackptr].end = end; + todo[stackptr].parent = nNodes - 1; + stackptr++; + // Push left child + todo[stackptr].start = start; + todo[stackptr].end = mid; + todo[stackptr].parent = nNodes - 1; + stackptr++; + } + m_objectAabbs = &objectAabbs; + } + + void query(const AABB &queryAabb, Array &result) const + { + // Working set + uint32_t todo[64]; + int32_t stackptr = 0; + // "Push" on the root node to the working set + todo[stackptr] = 0; + while(stackptr >= 0) { + // Pop off the next node to work on. + const int ni = todo[stackptr--]; + const Node &node = m_nodes[ni]; + // Is leaf -> Intersect + if (node.rightOffset == 0) { + for(uint32_t o = 0; o < node.nPrims; ++o) { + const uint32_t obj = node.start + o; + if (queryAabb.intersect((*m_objectAabbs)[m_objectIds[obj]])) + result.push_back(m_objectIds[obj]); + } + } else { // Not a leaf + const uint32_t left = ni + 1; + const uint32_t right = ni + node.rightOffset; + if (queryAabb.intersect(m_nodes[left].aabb)) + todo[++stackptr] = left; + if (queryAabb.intersect(m_nodes[right].aabb)) + todo[++stackptr] = right; + } + } + } + +private: + struct BuildEntry + { + uint32_t parent; // If non-zero then this is the index of the parent. (used in offsets) + uint32_t start, end; // The range of objects in the object list covered by this node. + }; + + struct Node + { + AABB aabb; + uint32_t start, nPrims, rightOffset; + }; + + const Array *m_objectAabbs; + Array m_objectIds; + Array m_nodes; +}; +#endif + +class Fit +{ +public: + static Vector3 computeCentroid(int n, const Vector3 * points) + { + Vector3 centroid(0.0f); + for (int i = 0; i < n; i++) { + centroid += points[i]; + } + centroid /= float(n); + return centroid; + } + + static Vector3 computeCovariance(int n, const Vector3 * points, float * covariance) + { + // compute the centroid + Vector3 centroid = computeCentroid(n, points); + // compute covariance matrix + for (int i = 0; i < 6; i++) { + covariance[i] = 0.0f; + } + for (int i = 0; i < n; i++) { + Vector3 v = points[i] - centroid; + covariance[0] += v.x * v.x; + covariance[1] += v.x * v.y; + covariance[2] += v.x * v.z; + covariance[3] += v.y * v.y; + covariance[4] += v.y * v.z; + covariance[5] += v.z * v.z; + } + return centroid; + } + + static bool isPlanar(int n, const Vector3 *points, float epsilon = XA_EPSILON) + { + // compute the centroid and covariance + float matrix[6]; + computeCovariance(n, points, matrix); + float eigenValues[3]; + Vector3 eigenVectors[3]; + if (!eigenSolveSymmetric3(matrix, eigenValues, eigenVectors)) { + return false; + } + return eigenValues[2] < epsilon; + } + + // Tridiagonal solver from Charles Bloom. + // Householder transforms followed by QL decomposition. + // Seems to be based on the code from Numerical Recipes in C. + static bool eigenSolveSymmetric3(const float matrix[6], float eigenValues[3], Vector3 eigenVectors[3]) + { + XA_DEBUG_ASSERT(matrix != NULL && eigenValues != NULL && eigenVectors != NULL); + float subd[3]; + float diag[3]; + float work[3][3]; + work[0][0] = matrix[0]; + work[0][1] = work[1][0] = matrix[1]; + work[0][2] = work[2][0] = matrix[2]; + work[1][1] = matrix[3]; + work[1][2] = work[2][1] = matrix[4]; + work[2][2] = matrix[5]; + EigenSolver3_Tridiagonal(work, diag, subd); + if (!EigenSolver3_QLAlgorithm(work, diag, subd)) { + for (int i = 0; i < 3; i++) { + eigenValues[i] = 0; + eigenVectors[i] = Vector3(0); + } + return false; + } + for (int i = 0; i < 3; i++) { + eigenValues[i] = (float)diag[i]; + } + // eigenvectors are the columns; make them the rows : + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + (&eigenVectors[j].x)[i] = (float) work[i][j]; + } + } + // shuffle to sort by singular value : + if (eigenValues[2] > eigenValues[0] && eigenValues[2] > eigenValues[1]) { + swap(eigenValues[0], eigenValues[2]); + swap(eigenVectors[0], eigenVectors[2]); + } + if (eigenValues[1] > eigenValues[0]) { + swap(eigenValues[0], eigenValues[1]); + swap(eigenVectors[0], eigenVectors[1]); + } + if (eigenValues[2] > eigenValues[1]) { + swap(eigenValues[1], eigenValues[2]); + swap(eigenVectors[1], eigenVectors[2]); + } + XA_DEBUG_ASSERT(eigenValues[0] >= eigenValues[1] && eigenValues[0] >= eigenValues[2]); + XA_DEBUG_ASSERT(eigenValues[1] >= eigenValues[2]); + return true; + } + +private: + static void EigenSolver3_Tridiagonal(float mat[3][3], float *diag, float *subd) + { + // Householder reduction T = Q^t M Q + // Input: + // mat, symmetric 3x3 matrix M + // Output: + // mat, orthogonal matrix Q + // diag, diagonal entries of T + // subd, subdiagonal entries of T (T is symmetric) + const float epsilon = 1e-08f; + float a = mat[0][0]; + float b = mat[0][1]; + float c = mat[0][2]; + float d = mat[1][1]; + float e = mat[1][2]; + float f = mat[2][2]; + diag[0] = a; + subd[2] = 0.f; + if (fabsf(c) >= epsilon) { + const float ell = sqrtf(b * b + c * c); + b /= ell; + c /= ell; + const float q = 2 * b * e + c * (f - d); + diag[1] = d + c * q; + diag[2] = f - c * q; + subd[0] = ell; + subd[1] = e - b * q; + mat[0][0] = 1; + mat[0][1] = 0; + mat[0][2] = 0; + mat[1][0] = 0; + mat[1][1] = b; + mat[1][2] = c; + mat[2][0] = 0; + mat[2][1] = c; + mat[2][2] = -b; + } else { + diag[1] = d; + diag[2] = f; + subd[0] = b; + subd[1] = e; + mat[0][0] = 1; + mat[0][1] = 0; + mat[0][2] = 0; + mat[1][0] = 0; + mat[1][1] = 1; + mat[1][2] = 0; + mat[2][0] = 0; + mat[2][1] = 0; + mat[2][2] = 1; + } + } + + static bool EigenSolver3_QLAlgorithm(float mat[3][3], float *diag, float *subd) + { + // QL iteration with implicit shifting to reduce matrix from tridiagonal + // to diagonal + const int maxiter = 32; + for (int ell = 0; ell < 3; ell++) { + int iter; + for (iter = 0; iter < maxiter; iter++) { + int m; + for (m = ell; m <= 1; m++) { + float dd = fabsf(diag[m]) + fabsf(diag[m + 1]); + if ( fabsf(subd[m]) + dd == dd ) + break; + } + if ( m == ell ) + break; + float g = (diag[ell + 1] - diag[ell]) / (2 * subd[ell]); + float r = sqrtf(g * g + 1); + if ( g < 0 ) + g = diag[m] - diag[ell] + subd[ell] / (g - r); + else + g = diag[m] - diag[ell] + subd[ell] / (g + r); + float s = 1, c = 1, p = 0; + for (int i = m - 1; i >= ell; i--) { + float f = s * subd[i], b = c * subd[i]; + if ( fabsf(f) >= fabsf(g) ) { + c = g / f; + r = sqrtf(c * c + 1); + subd[i + 1] = f * r; + c *= (s = 1 / r); + } else { + s = f / g; + r = sqrtf(s * s + 1); + subd[i + 1] = g * r; + s *= (c = 1 / r); + } + g = diag[i + 1] - p; + r = (diag[i] - g) * s + 2 * b * c; + p = s * r; + diag[i + 1] = g + p; + g = c * r - b; + for (int k = 0; k < 3; k++) { + f = mat[k][i + 1]; + mat[k][i + 1] = s * mat[k][i] + c * f; + mat[k][i] = c * mat[k][i] - s * f; + } + } + diag[ell] -= p; + subd[ell] = g; + subd[m] = 0; + } + if ( iter == maxiter ) + // should not get here under normal circumstances + return false; + } + return true; + } +}; + +/// Fixed size vector class. +class FullVector +{ +public: + FullVector(uint32_t dim) { m_array.resize(dim); } + FullVector(const FullVector &v) : m_array(v.m_array) {} + + const FullVector &operator=(const FullVector &v) + { + XA_ASSERT(dimension() == v.dimension()); + m_array = v.m_array; + return *this; + } + + uint32_t dimension() const { return m_array.size(); } + const float &operator[]( uint32_t index ) const { return m_array[index]; } + float &operator[] ( uint32_t index ) { return m_array[index]; } + + void fill(float f) + { + const uint32_t dim = dimension(); + for (uint32_t i = 0; i < dim; i++) { + m_array[i] = f; + } + } + +private: + Array m_array; +}; + +template, typename E = Equal > +class HashMap +{ +public: + HashMap() : m_size(4096), m_numSlots(0), m_slots(NULL) + { + } + + HashMap(uint32_t size) : m_size(size), m_numSlots(0), m_slots(NULL) + { + m_size = max(m_size, 4096u); + } + + ~HashMap() + { + if (m_slots) + XA_FREE(m_slots); + } + + const HashMap &operator=(const HashMap &other) + { + m_numSlots = other.m_numSlots; + m_slots = other.m_slots; + m_keys = other.m_keys; + m_values = other.m_values; + m_next = other.m_next; + return *this; + } + + const Value &value(uint32_t index) const { return m_values[index]; } + + void add(const Key &key, const Value &value) + { + if (!m_slots) + alloc(); + const uint32_t hash = computeHash(key); + m_keys.push_back(key); + m_values.push_back(value); + m_next.push_back(m_slots[hash]); + m_slots[hash] = m_next.size() - 1; + } + + uint32_t get(const Key &key) const + { + if (!m_slots) + return UINT32_MAX; + const uint32_t hash = computeHash(key); + uint32_t i = m_slots[hash]; + E equal; + while (i != UINT32_MAX) { + if (equal(m_keys[i], key)) + return i; + i = m_next[i]; + } + return UINT32_MAX; + } + + uint32_t getNext(uint32_t current) const + { + uint32_t i = m_next[current]; + E equal; + while (i != UINT32_MAX) { + if (equal(m_keys[i], m_keys[current])) + return i; + i = m_next[i]; + } + return UINT32_MAX; + } + +private: + void alloc() + { + XA_DEBUG_ASSERT(m_size > 0); + m_numSlots = (uint32_t)(m_size * 1.3); + m_slots = XA_ALLOC_ARRAY(uint32_t, m_numSlots); + for (uint32_t i = 0; i < m_numSlots; i++) + m_slots[i] = UINT32_MAX; + m_keys.reserve(m_size); + m_values.reserve(m_size); + m_next.reserve(m_size); + } + + uint32_t computeHash(const Key &key) const + { + H hash; + return hash(key) % m_numSlots; + } + + uint32_t m_size; + uint32_t m_numSlots; + uint32_t *m_slots; + Array m_keys; + Array m_values; + Array m_next; +}; + +template +static void insertionSort(T *data, uint32_t length) +{ + for (int32_t i = 1; i < (int32_t)length; i++) { + T x = data[i]; + int32_t j = i - 1; + while (j >= 0 && x < data[j]) { + data[j + 1] = data[j]; + j--; + } + data[j + 1] = x; + } +} + +/// Mersenne twister random number generator. +class MTRand +{ +public: + enum { N = 624 }; // length of state vector + enum { M = 397 }; + + /// Constructor that uses the given seed. + MTRand(uint32_t s = (uint32_t)XA_RANDOM_SEED) + { + seed(s); + } + + /// Provide a new seed. + void seed( uint32_t s ) + { + initialize(s); + reload(); + } + + /// Get a random number between 0 - 65536. + uint32_t get() + { + // Pull a 32-bit integer from the generator state + // Every other access function simply transforms the numbers extracted here + if ( left == 0 ) { + reload(); + } + left--; + uint32_t s1; + s1 = *next++; + s1 ^= (s1 >> 11); + s1 ^= (s1 << 7) & 0x9d2c5680U; + s1 ^= (s1 << 15) & 0xefc60000U; + return ( s1 ^ (s1 >> 18) ); + }; + + /// Get a random number on [0, max] interval. + uint32_t getRange( uint32_t max ) + { + if (max == 0) return 0; + if (max == UINT32_MAX) return get(); + const uint32_t np2 = nextPowerOfTwo( max + 1 ); // @@ This fails if max == UINT32_MAX + const uint32_t mask = np2 - 1; + uint32_t n; + do { + n = get() & mask; + } while ( n > max ); + return n; + } + +private: + void initialize( uint32_t seed ) + { + // Initialize generator state with seed + // See Knuth TAOCP Vol 2, 3rd Ed, p.106 for multiplier. + // In previous versions, most significant bits (MSBs) of the seed affect + // only MSBs of the state array. Modified 9 Jan 2002 by Makoto Matsumoto. + uint32_t *s = state; + uint32_t *r = state; + int i = 1; + *s++ = seed & 0xffffffffUL; + for ( ; i < N; ++i ) { + *s++ = ( 1812433253UL * ( *r ^ (*r >> 30) ) + i ) & 0xffffffffUL; + r++; + } + } + + void reload() + { + // Generate N new values in state + // Made clearer and faster by Matthew Bellew (matthew.bellew@home.com) + uint32_t *p = state; + int i; + for ( i = N - M; i--; ++p ) + *p = twist( p[M], p[0], p[1] ); + for ( i = M; --i; ++p ) + *p = twist( p[M - N], p[0], p[1] ); + *p = twist( p[M - N], p[0], state[0] ); + left = N, next = state; + } + + uint32_t hiBit( uint32_t u ) const + { + return u & 0x80000000U; + } + uint32_t loBit( uint32_t u ) const + { + return u & 0x00000001U; + } + uint32_t loBits( uint32_t u ) const + { + return u & 0x7fffffffU; + } + uint32_t mixBits( uint32_t u, uint32_t v ) const + { + return hiBit(u) | loBits(v); + } + uint32_t twist( uint32_t m, uint32_t s0, uint32_t s1 ) const + { + return m ^ (mixBits(s0, s1) >> 1) ^ ((~loBit(s1) + 1) & 0x9908b0dfU); + } + + uint32_t state[N]; // internal state + uint32_t *next; // next value to get from state + int left; // number of values left before reload needed +}; + +// Based on Pierre Terdiman's and Michael Herf's source code. +// http://www.codercorner.com/RadixSortRevisited.htm +// http://www.stereopsis.com/radix.html +class RadixSort +{ +public: + RadixSort() : m_size(0), m_ranks(NULL), m_ranks2(NULL), m_validRanks(false) {} + + ~RadixSort() + { + // Release everything + XA_FREE(m_ranks2); + XA_FREE(m_ranks); + } + + RadixSort &sort(const float *input, uint32_t count) + { + if (input == NULL || count == 0) return *this; + // Resize lists if needed + if (count != m_size) { + if (count > m_size) { + m_ranks2 = XA_REALLOC(m_ranks2, uint32_t, count); + m_ranks = XA_REALLOC(m_ranks, uint32_t, count); + } + m_size = count; + m_validRanks = false; + } + if (count < 32) { + insertionSort(input, count); + } else { + // @@ Avoid touching the input multiple times. + for (uint32_t i = 0; i < count; i++) { + FloatFlip((uint32_t &)input[i]); + } + radixSort((const uint32_t *)input, count); + for (uint32_t i = 0; i < count; i++) { + IFloatFlip((uint32_t &)input[i]); + } + } + return *this; + } + + RadixSort &sort(const Array &input) + { + return sort(input.data(), input.size()); + } + + // Access to results. m_ranks is a list of indices in sorted order, i.e. in the order you may further process your data + const uint32_t *ranks() const + { + XA_DEBUG_ASSERT(m_validRanks); + return m_ranks; + } + + uint32_t *ranks() + { + XA_DEBUG_ASSERT(m_validRanks); + return m_ranks; + } + +private: + uint32_t m_size; + uint32_t *m_ranks; + uint32_t *m_ranks2; + bool m_validRanks; + + void FloatFlip(uint32_t &f) + { + int32_t mask = (int32_t(f) >> 31) | 0x80000000; // Warren Hunt, Manchor Ko. + f ^= mask; + } + + void IFloatFlip(uint32_t &f) + { + uint32_t mask = ((f >> 31) - 1) | 0x80000000; // Michael Herf. + f ^= mask; + } + + template + void createHistograms(const T *buffer, uint32_t count, uint32_t *histogram) + { + const uint32_t bucketCount = sizeof(T); // (8 * sizeof(T)) / log2(radix) + // Init bucket pointers. + uint32_t *h[bucketCount]; + for (uint32_t i = 0; i < bucketCount; i++) { + h[i] = histogram + 256 * i; + } + // Clear histograms. + memset(histogram, 0, 256 * bucketCount * sizeof(uint32_t )); + // @@ Add support for signed integers. + // Build histograms. + const uint8_t *p = (const uint8_t *)buffer; // @@ Does this break aliasing rules? + const uint8_t *pe = p + count * sizeof(T); + while (p != pe) { + h[0][*p++]++, h[1][*p++]++, h[2][*p++]++, h[3][*p++]++; +#ifdef _MSC_VER +#pragma warning(push) +#pragma warning(disable : 4127) +#endif + if (bucketCount == 8) h[4][*p++]++, h[5][*p++]++, h[6][*p++]++, h[7][*p++]++; +#ifdef _MSC_VER +#pragma warning(pop) +#endif + } + } + + template void insertionSort(const T *input, uint32_t count) + { + if (!m_validRanks) { + m_ranks[0] = 0; + for (uint32_t i = 1; i != count; ++i) { + int rank = m_ranks[i] = i; + uint32_t j = i; + while (j != 0 && input[rank] < input[m_ranks[j - 1]]) { + m_ranks[j] = m_ranks[j - 1]; + --j; + } + if (i != j) { + m_ranks[j] = rank; + } + } + m_validRanks = true; + } else { + for (uint32_t i = 1; i != count; ++i) { + int rank = m_ranks[i]; + uint32_t j = i; + while (j != 0 && input[rank] < input[m_ranks[j - 1]]) { + m_ranks[j] = m_ranks[j - 1]; + --j; + } + if (i != j) { + m_ranks[j] = rank; + } + } + } + } + + template void radixSort(const T *input, uint32_t count) + { + const uint32_t P = sizeof(T); // pass count + // Allocate histograms & offsets on the stack + uint32_t histogram[256 * P]; + uint32_t *link[256]; + createHistograms(input, count, histogram); + // Radix sort, j is the pass number (0=LSB, P=MSB) + for (uint32_t j = 0; j < P; j++) { + // Pointer to this bucket. + const uint32_t *h = &histogram[j * 256]; + const uint8_t *inputBytes = (const uint8_t *)input; // @@ Is this aliasing legal? + inputBytes += j; + if (h[inputBytes[0]] == count) { + // Skip this pass, all values are the same. + continue; + } + // Create offsets + link[0] = m_ranks2; + for (uint32_t i = 1; i < 256; i++) link[i] = link[i - 1] + h[i - 1]; + // Perform Radix Sort + if (!m_validRanks) { + for (uint32_t i = 0; i < count; i++) { + *link[inputBytes[i * P]]++ = i; + } + m_validRanks = true; + } else { + for (uint32_t i = 0; i < count; i++) { + const uint32_t idx = m_ranks[i]; + *link[inputBytes[idx * P]]++ = idx; + } + } + // Swap pointers for next pass. Valid indices - the most recent ones - are in m_ranks after the swap. + swap(m_ranks, m_ranks2); + } + // All values were equal, generate linear ranks. + if (!m_validRanks) { + for (uint32_t i = 0; i < count; i++) { + m_ranks[i] = i; + } + m_validRanks = true; + } + } +}; + +namespace task { + +#define SCHED_CACHE_LINE_SIZE 64 + +struct IndexQueue +{ + + // [Bruno] for older compilers, + IndexQueue() : + m_list(nullptr), +#ifdef XA_MULTITHREADED + m_lock(ATOMIC_FLAG_INIT), +#endif + m_size(0), + m_inUse(0), + m_current(0) { + } + + ~IndexQueue() + { + XA_DEBUG_ASSERT(m_list == nullptr); + } + + void reset() + { + if (m_list) { + XA_FREE(m_list); + m_list = nullptr; + } + m_size = 0; + m_inUse = 0; + } + + void init(uint16_t max) + { + lock(); + reset(); + m_size = max; + m_inUse = 0; + m_list = static_cast(XA_ALLOC_ARRAY(uint32_t, m_size)); + unlock(); + } + + void push(uint32_t p) + { + lock(); + XA_DEBUG_ASSERT(m_inUse < m_size); + uint16_t pos = (m_current + m_inUse)%m_size; + m_list[pos] = p; + m_inUse++; + unlock(); + } + + uint16_t in_use() + { + lock(); + uint16_t result = m_inUse; + unlock(); + return result; + } + + bool pop(uint32_t *res) + { + lock(); + bool result = false; + if (m_inUse) { + if (res) + *res = m_list[m_current]; + m_current = (m_current+1)%m_size; + m_inUse--; + result = true; + } + unlock(); + return result; + } + +private: + void unlock() { +#ifdef XA_MULTITHREADED // [Bruno] + m_lock.clear(std::memory_order_release); +#endif + } + + void lock() + { +#ifdef XA_MULTITHREADED // [Bruno] + while(m_lock.test_and_set(std::memory_order_acquire)) + std::this_thread::yield(); +#endif + } + + uint32_t *m_list; + std::atomic_flag m_lock; + volatile uint16_t m_size; + volatile uint16_t m_inUse; + volatile uint16_t m_current; +}; + +template +struct ObjectPool +{ + static const uint32_t kPosMask = 0x000FFFFF; // 20 bits + static const uint32_t kRefMask = kPosMask; // 20 bits + static const uint32_t kVerMask = 0xFFF00000; // 12 bits + static const uint32_t kVerDisp = 20; + + // [Bruno] + ObjectPool() { + m_data = nullptr; + m_count = 0; + } + + ~ObjectPool() + { + reset(); + } + + void init(uint32_t count) + { + reset(); + m_data = XA_ALLOC_ARRAY(D, count); + for (uint32_t i = 0; i < count; ++i) + m_data[i].state = 0xFFFu << kVerDisp; + m_count = count; + m_next = 0; + } + + void reset() + { + m_count = 0; + m_next = 0; + if (m_data) { + XA_FREE(m_data); + m_data = nullptr; + } + } + + // only access objects you've previously referenced + T &get(uint32_t hnd) + { + const uint32_t pos = hnd & kPosMask; + XA_DEBUG_ASSERT(pos < m_count); + return m_data[pos].element; + } + + // returns the handler of an object in the pool that can be used + // it also increments in one the number of references (no need to call ref) + uint32_t acquireAndRef() + { + uint32_t tries = 0; + for(;;) { + uint32_t pos = (m_next.fetch_add(1) % m_count); + D &d = m_data[pos]; + const uint32_t version = (d.state.load() & kVerMask) >> kVerDisp; + // note: avoid 0 as version + uint32_t newver = (version + 1) & 0xFFF; + if (newver == 0) + newver = 1; + // instead of using 1 as initial ref, we use 2, when we see 1 + // in the future we know the object must be freed, but it wont + // be actually freed until it reaches 0 + uint32_t newvalue = (newver << kVerDisp) + 2; + uint32_t expected = version << kVerDisp; + if (d.state.compare_exchange_strong(expected, newvalue)) { + newElement(pos); //< initialize + return (newver << kVerDisp) | (pos & kPosMask); + } + tries++; + XA_DEBUG_ASSERT(tries < m_count*m_count); + } + } + + void unref(uint32_t hnd) const + { + const uint32_t pos = hnd & kPosMask; +#ifdef _DEBUG + const uint32_t ver = (hnd & kVerMask); +#endif + D &d = m_data[pos]; + for(;;) { + uint32_t prev = d.state.load(); + uint32_t next = prev - 1; + XA_DEBUG_ASSERT((prev & kVerMask) == ver); + XA_DEBUG_ASSERT((prev & kRefMask) > 1); + if (d.state.compare_exchange_strong(prev, next)) { + if ((next & kRefMask) == 1) { + deleteElement(pos); + d.state = 0; + } + return; + } + } + } + + // decrements the counter, if the object is no longer valid (last ref) + // the given function will be executed with the element + template + void unref(uint32_t hnd, F f) const + { + const uint32_t pos = hnd & kPosMask; +#ifdef _DEBUG + const uint32_t ver = (hnd & kVerMask); +#endif + D& d = m_data[pos]; + for(;;) { + uint32_t prev = d.state.load(); + uint32_t next = prev - 1; + XA_DEBUG_ASSERT((prev & kVerMask) == ver); + XA_DEBUG_ASSERT((prev & kRefMask) > 1); + if (d.state.compare_exchange_strong(prev, next)) { + if ((next & kRefMask) == 1) { + f(d.element); + deleteElement(pos); + d.state = 0; + } + return; + } + } + } + + // returns true if the given position was a valid object + bool ref(uint32_t hnd) const + { + if (!hnd) + return false; + const uint32_t pos = hnd & kPosMask; + const uint32_t ver = (hnd & kVerMask); + D &d = m_data[pos]; + for (;;) { + uint32_t prev = d.state.load(); + const uint32_t next_c = ((prev & kRefMask) + 1); + if ((prev & kVerMask) != ver || next_c <= 2) + return false; + XA_DEBUG_ASSERT(next_c == (next_c & kRefMask)); + uint32_t next = (prev & kVerMask) | next_c ; + if (d.state.compare_exchange_strong(prev, next)) + return true; + } + } + + uint32_t refCount(uint32_t hnd) const + { + if (!hnd) + return 0; + const uint32_t pos = hnd & kPosMask; + const uint32_t ver = (hnd & kVerMask); + D &d = m_data[pos]; + const uint32_t current = d.state.load(); + if ((current & kVerMask) != ver) + return 0; + return (current & kRefMask); + } + +private: + void newElement(uint32_t pos) const + { + new (&m_data[pos].element) T; + } + + void deleteElement(uint32_t pos) const + { + m_data[pos].element.~T(); + } + + struct D + { + // [Bruno] + D() : state({0}), version(0) { + } + mutable std::atomic state; + uint32_t version; + T element; + // Avoid false sharing between threads + char padding[SCHED_CACHE_LINE_SIZE]; + }; + + D *m_data; + std::atomic m_next; + size_t m_count; +}; + +struct Job +{ + void (*func)(void *userData); + void *userData; +}; + +struct Sync +{ + // [Bruno] + Sync() : hnd(0) { + } + uint32_t hnd; +}; + +struct SchedulerParams +{ + SchedulerParams() { + num_threads = 16; + max_running_threads = 0; + max_number_tasks = 1024; + thread_num_tries_on_idle = 16; + thread_sleep_on_idle_in_microseconds = 5; + } + uint16_t num_threads; // num OS threads created + uint16_t max_running_threads; // 0 --> will be set to max hardware concurrency + uint16_t max_number_tasks; // max number of simultaneous tasks + uint16_t thread_num_tries_on_idle; // number of tries before suspend the thread + uint32_t thread_sleep_on_idle_in_microseconds; // time spent waiting between tries +}; + +#if XA_MULTITHREADED +class Scheduler +{ +public: + Scheduler(const SchedulerParams &_params = SchedulerParams()) : m_activeThreads(0) + { + stop(); + m_running = true; + m_params = _params; + if (m_params.max_running_threads == 0) + m_params.max_running_threads = static_cast(std::thread::hardware_concurrency()); + // create tasks + m_tasks.init(m_params.max_number_tasks); + m_counters.init(m_params.max_number_tasks); + m_readyTasks.init(m_params.max_number_tasks); + XA_DEBUG_ASSERT(m_workers == nullptr); + m_workers = static_cast(XA_ALLOC_ARRAY(Worker, m_params.num_threads)); + for(uint16_t i = 0; i < m_params.num_threads; ++i) { + new (&m_workers[i]) Worker(); + m_workers[i].thread_index = i; + } + XA_DEBUG_ASSERT(m_activeThreads.load() == 0); + for(uint16_t i = 0; i < m_params.num_threads; ++i) { + m_workers[i].thread = std::thread(WorkerThreadMain, this, &m_workers[i]); + } + } + + ~Scheduler() + { + stop(); + } + + void stop() + { + if (m_running) { + m_running = false; + for(uint16_t i = 0; i < m_params.num_threads; ++i) { + wakeUpThreads(m_params.num_threads); + } + for(uint16_t i = 0; i < m_params.num_threads; ++i) { + m_workers[i].thread.join(); + m_workers[i].~Worker(); + } + XA_FREE(m_workers); + m_workers = nullptr; + m_tasks.reset(); + m_counters.reset(); + m_readyTasks.reset(); + XA_DEBUG_ASSERT(m_activeThreads.load() == 0); + } + } + + void run(const Job &job, Sync *sync_obj = nullptr) + { + XA_DEBUG_ASSERT(m_running); + uint32_t t_ref = createTask(job, sync_obj); + m_readyTasks.push(t_ref); + wakeUpOneThread(); + } + + void runAfter(Sync _trigger, const Job &_job, Sync *_sync_obj = nullptr) + { + XA_DEBUG_ASSERT(m_running); + uint32_t trigger = _trigger.hnd; + uint32_t t_ref = createTask(_job, _sync_obj); + bool valid = m_counters.ref(trigger); + if (valid) { + Counter *c = &m_counters.get(trigger); + for(;;) { + uint32_t current = c->task_id.load(); + if (c->task_id.compare_exchange_strong(current, t_ref)) { + Task *task = &m_tasks.get(t_ref); + task->next_sibling_task = current; + break; + } + } + unrefCounter(trigger); + } else { + m_readyTasks.push(t_ref); + wakeUpOneThread(); + } + } + + void waitFor(Sync s) //< suspend current thread + { + if (m_counters.ref(s.hnd)) { + Counter &counter = m_counters.get(s.hnd); + XA_DEBUG_ASSERT(counter.wait_ptr == nullptr); + WaitFor wf; + counter.wait_ptr = &wf; + unrefCounter(s.hnd); + CurrentThreadSleeps(); + wf.wait(); + CurrentThreadWakesUp(); + } + } + + // Call this method before a mutex/lock/etc... to notify the scheduler + static void CurrentThreadSleeps() + { + CurrentThreadBeforeLockResource(nullptr); + } + + // call this again to notify the thread is again running + static void CurrentThreadWakesUp() + { + CurrentThreadAfterLockResource(); + } + + // Call this method before locking a resource, this will be used by the + // scheduler to wakeup another thread as a worker. + static void CurrentThreadBeforeLockResource(const void *resource_ptr, const char *name = nullptr) + { + // if the lock might work, wake up one thread to replace this one + TLS *d = tls(); + if (d->scheduler && d->scheduler->m_running.load()) { + d->scheduler->m_activeThreads.fetch_sub(1); + d->scheduler->wakeUpOneThread(); + } + d->next_lock = {resource_ptr, name}; + } + + // Call this method after calling CurrentThreadBeforeLockResource, this will be + // used to notify the scheduler that this thread can continue working. + // If success is true, the lock was successful, false if the thread was not + // blocked but also didn't adquired the lock (try_lock) + static void CurrentThreadAfterLockResource() + { + // mark this thread as active (so eventually one thread will step down) + TLS *d = tls(); + if (d->scheduler && d->scheduler->m_running.load()) + d->scheduler->m_activeThreads.fetch_add(1); + d->next_lock = { nullptr, nullptr }; // reset + } + +private: + struct TLS + { + Scheduler *scheduler = nullptr; + + struct Resource + { + const void *ptr; + const char *name; + }; + + Resource next_lock = { nullptr, nullptr }; + }; + + static TLS *tls() + { + static thread_local TLS tls; + return &tls; + } + + void wakeUpOneThread() + { + for(;;) { + uint32_t active = m_activeThreads.load(); + if ((active >= m_params.max_running_threads) || wakeUpThreads(1)) + return; + } + } + + SchedulerParams m_params; + std::atomic m_activeThreads; + std::atomic m_running = {0}; + + struct Task + { + Job job; + uint32_t counter_id = 0; + std::atomic next_sibling_task = {0}; + }; + + struct WaitFor + { + explicit WaitFor() : owner(std::this_thread::get_id()), ready(false) {} + + void wait() + { + XA_DEBUG_ASSERT(std::this_thread::get_id() == owner); + std::unique_lock lk(mutex); + if (!ready) + condition_variable.wait(lk); + } + + void signal() + { + if (owner != std::this_thread::get_id()) { + std::lock_guard lk(mutex); + ready = true; + condition_variable.notify_all(); + } else { + ready = true; + } + } + private: + std::thread::id const owner; + std::mutex mutex; + std::condition_variable condition_variable; + bool ready; + }; + + struct Worker + { + std::thread thread; + // setted by the thread when is sleep + std::atomic wake_up = {nullptr}; + TLS *thread_tls = nullptr; + uint16_t thread_index = 0xFFFF; + }; + + struct Counter + { + std::atomic task_id; + std::atomic user_count; + WaitFor *wait_ptr = nullptr; + }; + + uint16_t wakeUpThreads(uint16_t max_num_threads) + { + uint16_t total_woken_up = 0; + for(uint32_t i = 0; (i < m_params.num_threads) && (total_woken_up < max_num_threads); ++i) { + WaitFor *wake_up = m_workers[i].wake_up.exchange(nullptr); + if (wake_up) { + wake_up->signal(); + total_woken_up++; + // Add one to the total active threads, for later substracting it, this + // will take the thread as awake before the thread actually is again working + m_activeThreads.fetch_add(1); + } + } + m_activeThreads.fetch_sub(total_woken_up); + return total_woken_up; + } + + uint32_t createTask(const Job &job, Sync *sync_obj) + { + uint32_t ref = m_tasks.acquireAndRef(); + Task *task = &m_tasks.get(ref); + task->job = job; + task->counter_id = 0; + task->next_sibling_task = 0; + if (sync_obj) { + bool new_counter = !m_counters.ref(sync_obj->hnd); + if (new_counter) + sync_obj->hnd = createCounter(); + task->counter_id = sync_obj->hnd; + } + return ref; + } + + uint32_t createCounter() + { + uint32_t hnd = m_counters.acquireAndRef(); + Counter *c = &m_counters.get(hnd); + c->task_id = 0; + c->user_count = 0; + c->wait_ptr = nullptr; + return hnd; + } + + void unrefCounter(uint32_t hnd) + { + if (m_counters.ref(hnd)) { + m_counters.unref(hnd); + Scheduler *schd = this; + m_counters.unref(hnd, [schd](Counter &c) { + // wake up all tasks + uint32_t tid = c.task_id; + while (schd->m_tasks.ref(tid)) { + Task &task = schd->m_tasks.get(tid); + uint32_t next_tid = task.next_sibling_task; + task.next_sibling_task = 0; + schd->m_readyTasks.push(tid); + schd->wakeUpOneThread(); + schd->m_tasks.unref(tid); + tid = next_tid; + } + if (c.wait_ptr) + c.wait_ptr->signal(); + }); + } + } + + Worker *m_workers = nullptr; + ObjectPool m_tasks; + ObjectPool m_counters; + IndexQueue m_readyTasks; + + static void WorkerThreadMain(Scheduler *schd, Scheduler::Worker *worker_data) + { + const uint16_t id = worker_data->thread_index; + TLS *local_storage = tls(); + local_storage->scheduler = schd; + worker_data->thread_tls = local_storage; + auto const ttl_wait = schd->m_params.thread_sleep_on_idle_in_microseconds; + auto const ttl_value = schd->m_params.thread_num_tries_on_idle ? schd->m_params.thread_num_tries_on_idle : 1; + schd->m_activeThreads.fetch_add(1); + for(;;) { + { // wait for new activity + auto current_num = schd->m_activeThreads.fetch_sub(1); + if (!schd->m_running) + return; + if (schd->m_readyTasks.in_use() == 0 || + current_num > schd->m_params.max_running_threads) { + WaitFor wf; + schd->m_workers[id].wake_up = &wf; + wf.wait(); + if (!schd->m_running) + return; + } + schd->m_activeThreads.fetch_add(1); + schd->m_workers[id].wake_up = nullptr; + } + auto ttl = ttl_value; + { // do some work + uint32_t task_ref; + while (ttl && schd->m_running ) { + if (!schd->m_readyTasks.pop(&task_ref)) { + ttl--; + if (ttl_wait) std::this_thread::sleep_for(std::chrono::microseconds(ttl_wait)); + continue; + } + ttl = ttl_value; + Task *t = &schd->m_tasks.get(task_ref); + t->job.func(t->job.userData); + uint32_t counter = t->counter_id; + schd->m_tasks.unref(task_ref); + schd->unrefCounter(counter); + } + } + } + worker_data->thread_tls = nullptr; + local_storage->scheduler = nullptr; + } +}; +#else +class Scheduler +{ +public: + Scheduler() {} + ~Scheduler() {} + void init(const SchedulerParams ¶ms = SchedulerParams()) + { + XA_UNUSED(params); + } + + void stop() {} + void run(const Job &job, Sync *) + { + Job j(job); + j.func(j.userData); + } + + void runAfter(Sync, const Job &job, Sync *) + { + Job j(job); + j.func(j.userData); + } + + void waitFor(Sync) {} + uint32_t numPendingTasks(Sync) { return 0; } + + void getDebugStatus(char *buffer, size_t buffer_size) { + if (buffer_size) + buffer[0] = 0; + } + + void incrementSync(Sync *) {} + void decrementSync(Sync *) {} + void wakeUpOneThread() {} +}; +#endif + +struct Progress +{ + Progress(ProgressCategory::Enum category, ProgressFunc func, void *userData, uint32_t maxValue) : value(0), m_category(category), m_func(func), m_userData(userData), m_maxValue(maxValue), m_progress(0) + { + if (func) + func(category, 0, userData); + } + + ~Progress() + { + if (m_func) + m_func(m_category, 100, m_userData); + } + + void update() + { + if (!m_func) + return; + m_mutex.lock(); + const uint32_t newProgress = uint32_t(ceilf(value.load() / (float)m_maxValue * 100.0f)); + if (newProgress != m_progress && newProgress < 100) { + m_progress = newProgress; + m_func(m_category, m_progress, m_userData); + } + m_mutex.unlock(); + } + + std::atomic value; + +private: + ProgressCategory::Enum m_category; + ProgressFunc m_func; + void *m_userData; + uint32_t m_maxValue; + uint32_t m_progress; + std::mutex m_mutex; +}; + +} // namespace task + +struct Edge +{ + uint32_t relativeIndex; // absolute: face.firstIndex + relativeIndex + uint32_t face; + uint32_t index0; + uint32_t index1; +}; + +struct Face +{ + uint32_t firstIndex; // Index into Mesh::m_indices. + uint32_t nIndices; +}; + +struct FaceFlags +{ + enum + { + Ignore = 1<<0 + }; +}; + +struct MeshFlags +{ + enum + { + HasNormals = 1<<0, + }; +}; + +class Mesh; +static void meshGetBoundaryLoops(const Mesh &mesh, Array &boundaryLoops); + +class Mesh +{ +public: + Mesh(uint32_t flags = 0, uint32_t approxVertexCount = 0, uint32_t approxFaceCount = 0, uint32_t id = UINT32_MAX) : m_flags(flags), m_id(id), m_colocalVertexCount(0), m_edgeMap(approxFaceCount * 3) + { + m_edges.reserve(approxFaceCount * 3); + m_faces.reserve(approxFaceCount); + m_faceFlags.reserve(approxFaceCount); + m_faceGroups.reserve(approxFaceCount); + m_indices.reserve(approxFaceCount * 3); + m_positions.reserve(approxVertexCount); + m_texcoords.reserve(approxVertexCount); + if (m_flags & MeshFlags::HasNormals) + m_normals.reserve(approxVertexCount); + } + + uint32_t flags() const { return m_flags; } + uint32_t id() const { return m_id; } + + void addVertex(const Vector3 &pos, const Vector3 &normal = Vector3(0.0f), const Vector2 &texcoord = Vector2(0.0f)) + { + XA_DEBUG_ASSERT(isFinite(pos)); + m_positions.push_back(pos); + if (m_flags & MeshFlags::HasNormals) + m_normals.push_back(normal); + m_texcoords.push_back(texcoord); + } + + void addFace(uint32_t v0, uint32_t v1, uint32_t v2, uint32_t flags = 0) + { + uint32_t indexArray[3]; + indexArray[0] = v0; + indexArray[1] = v1; + indexArray[2] = v2; + addFace(indexArray, 3, flags); + } + + void addFace(const Array &indexArray, uint32_t flags = 0) + { + addFace(indexArray.data(), indexArray.size(), flags); + } + + void addFace(const uint32_t *indexArray, uint32_t indexCount, uint32_t flags = 0) + { + Face face; + face.firstIndex = m_indices.size(); + face.nIndices = indexCount; + m_faces.push_back(face); + m_faceFlags.push_back(flags); + m_faceGroups.push_back(UINT32_MAX); + for (uint32_t i = 0; i < indexCount; i++) + m_indices.push_back(indexArray[i]); + for (uint32_t i = 0; i < indexCount; i++) { + Edge edge; + edge.face = m_faces.size() - 1; + edge.relativeIndex = i; + edge.index0 = face.firstIndex + i; + edge.index1 = face.firstIndex + (i + 1) % face.nIndices; + m_edges.push_back(edge); + const uint32_t vertex0 = m_indices[edge.index0]; + const uint32_t vertex1 = m_indices[edge.index1]; + const uint32_t edgeIndex = m_edges.size() - 1; + const EdgeKey key(vertex0, vertex1); + +//[Bruno] deactivated for now. +//#ifdef _DEBUG +// if (m_id == UINT32_MAX) +// XA_DEBUG_ASSERT(m_edgeMap.get(key) == UINT32_MAX); +//#endif + m_edgeMap.add(key, edgeIndex); + } + } + + void createFaceNormals() + { + const uint32_t faceCount = m_faces.size(); + m_faceNormals.resize(faceCount); + for (uint32_t i = 0; i < faceCount; i++) + m_faceNormals[i] = calculateFaceNormal(i); + } + + void createColocals() + { + const uint32_t vertexCount = m_positions.size(); + HashMap positionMap(vertexCount); + for (uint32_t i = 0; i < m_positions.size(); i++) + positionMap.add(m_positions[i], i); + Array colocals; + m_nextColocalVertex.resize(vertexCount, UINT32_MAX); + for (uint32_t i = 0; i < vertexCount; i++) { + if (m_nextColocalVertex[i] != UINT32_MAX) + continue; // Already done. + colocals.clear(); + uint32_t mapPosIndex = positionMap.get(m_positions[i]); + while (mapPosIndex != UINT32_MAX) { + colocals.push_back(positionMap.value(mapPosIndex)); + mapPosIndex = positionMap.getNext(mapPosIndex); + } + if (colocals.size() == 1) { + // No colocals for this vertex. + m_nextColocalVertex[i] = i; + continue; + } + insertionSort(colocals.data(), colocals.size()); + for (uint32_t j = 0; j < colocals.size(); j++) + m_nextColocalVertex[colocals[j]] = colocals[(j + 1) % colocals.size()]; + XA_DEBUG_ASSERT(m_nextColocalVertex[i] != UINT32_MAX); + } + } + + // Check if the face duplicates any edges of any face already in the group. + bool faceDuplicatesGroupEdge(uint32_t group, uint32_t face) const + { + for (FaceEdgeIterator edgeIt(this, face); !edgeIt.isDone(); edgeIt.advance()) { + for (ColocalEdgeIterator colocalEdgeIt(this, edgeIt.vertex0(), edgeIt.vertex1()); !colocalEdgeIt.isDone(); colocalEdgeIt.advance()) { + if (m_faceGroups[m_edges[colocalEdgeIt.edge()].face] == group) + return true; + } + } + return false; + } + + // Check if the face mirrors any face already in the group. + // i.e. don't want two-sided faces in the same group. + // A face mirrors another face if all edges match with opposite winding. + bool faceMirrorsGroupFace(uint32_t group, uint32_t face) const + { + FaceEdgeIterator edgeIt(this, face); + for (ColocalEdgeIterator colocalEdgeIt(this, edgeIt.vertex1(), edgeIt.vertex0()); !colocalEdgeIt.isDone(); colocalEdgeIt.advance()) { + const uint32_t candidateFace = m_edges[colocalEdgeIt.edge()].face; + if (m_faceGroups[candidateFace] == group) { + // Found a match for mirrored first edge, try the other edges. + bool match = false; + for (; !edgeIt.isDone(); edgeIt.advance()) { + match = false; + for (ColocalEdgeIterator colocalEdgeIt2(this, edgeIt.vertex1(), edgeIt.vertex0()); !colocalEdgeIt2.isDone(); colocalEdgeIt2.advance()) { + if (m_edges[colocalEdgeIt2.edge()].face == candidateFace) { + match = true; + break; + } + } + if (!match) + break; + } + if (match) + return true; // All edges are mirrored in this face. + // Try the next face. + edgeIt = FaceEdgeIterator(this, candidateFace); + } + } + return false; + } + +#if XA_CHECK_FACE_OVERLAP + bool faceOverlapsGroupFace(const Array &edgeAabbs, const BVH &edgeBvh, uint32_t group, uint32_t face) const + { + Array hitEdges; + hitEdges.reserve(8); + for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { + hitEdges.clear(); + edgeBvh.query(edgeAabbs[it.edge()], hitEdges); + for (uint32_t e = 0; e < hitEdges.size(); e++) { + const Edge &otherEdge = m_edges[hitEdges[e]]; + if (otherEdge.face == face || m_faceGroups[otherEdge.face] != group) + continue; + const Vector3 &otherPosition0 = m_positions[m_indices[otherEdge.index0]]; + const Vector3 &otherPosition1 = m_positions[m_indices[otherEdge.index1]]; + if (equal(it.position0(), otherPosition0) || equal(it.position0(), otherPosition1) || equal(it.position1(), otherPosition0) || equal(it.position1(), otherPosition1)) + continue; + Vector3 points[4]; + points[0] = it.position0(); + points[1] = it.position1(); + points[2] = otherPosition0; + points[3] = otherPosition1; + int planarDimension = -1; + for (uint32_t i = 0; i < 3; i++) { + if (equal((&points[0].x)[i], (&points[1].x)[i]) && equal((&points[1].x)[i], (&points[2].x)[i]) && equal((&points[2].x)[i], (&points[3].x)[i])) { + planarDimension = i; + break; + } + } + if (planarDimension == -1) + continue; // Points don't lie on the same plane. + Vector2 points2[4]; + for (uint32_t i = 0; i < 4; i++) { + uint32_t k = 0; + for (uint32_t j = 0; j < 2; j++) { + if (k == (uint32_t)planarDimension) + k++; + (&points2[i].x)[j] = (&points[i].x)[k]; + k++; + } + } + if (linesIntersect(points2[0], points2[1], points2[2], points2[3])) + return true; + } + } + return false; + } +#endif + + void createFaceGroups() + { + const uint32_t faceCount = m_faces.size(); + uint32_t group = 0; + Array growFaces; +#if XA_CHECK_FACE_OVERLAP + const uint32_t edgeCount = m_edges.size(); + Array edgeAabbs; + edgeAabbs.resize(edgeCount); + for (uint32_t i = 0; i < edgeCount; i++) { + edgeAabbs[i].expandToInclude(m_positions[m_indices[m_edges[i].index0]]); + edgeAabbs[i].expandToInclude(m_positions[m_indices[m_edges[i].index1]]); + edgeAabbs[i].expand(XA_EPSILON); + } + BVH edgeBvh(edgeAabbs); +#endif + for (;;) { + // Find an unassigned face. + uint32_t face = UINT32_MAX; + for (uint32_t f = 0; f < faceCount; f++) { + if (m_faceGroups[f] == UINT32_MAX && !(m_faceFlags[f] & FaceFlags::Ignore)) { + face = f; + break; + } + } + if (face == UINT32_MAX) + break; // All faces assigned to a group (except ignored faces). + m_faceGroups[face] = group; + growFaces.clear(); + growFaces.push_back(face); + // Find faces connected to the face and assign them to the same group as the face, unless they are already assigned to another group. + for (;;) { + if (growFaces.isEmpty()) + break; + const uint32_t f = growFaces.back(); + growFaces.pop_back(); + for (FaceEdgeIterator edgeIt(this, f); !edgeIt.isDone(); edgeIt.advance()) { + // Iterate opposite edges. There may be more than one - non-manifold geometry can have duplicate edges. + // Prioritize the one with exact vertex match, not just colocal. + // If *any* of the opposite edges are already assigned to this group, don't do anything. + bool alreadyAssignedToThisGroup = false; + uint32_t bestConnectedFace = UINT32_MAX; + for (ColocalEdgeIterator oppositeEdgeIt(this, edgeIt.vertex1(), edgeIt.vertex0()); !oppositeEdgeIt.isDone(); oppositeEdgeIt.advance()) { + const Edge &oppositeEdge = m_edges[oppositeEdgeIt.edge()]; + if (m_faceFlags[oppositeEdge.face] & FaceFlags::Ignore) + continue; // Don't add ignored faces to group. + if (m_faceGroups[oppositeEdge.face] == group) { + alreadyAssignedToThisGroup = true; + break; + } + if (m_faceGroups[oppositeEdge.face] != UINT32_MAX) + continue; // Connected face is already assigned to another group. + if (faceDuplicatesGroupEdge(group, oppositeEdge.face)) + continue; // Don't want duplicate edges in a group. + if (faceMirrorsGroupFace(group, oppositeEdge.face)) + continue; // Don't want two-sided faces in a group. +#if XA_CHECK_FACE_OVERLAP + if (faceOverlapsGroupFace(edgeAabbs, edgeBvh, group, oppositeEdge.face)) + continue; // Don't want overlapping geometry. +#endif + const uint32_t oppositeVertex0 = m_indices[oppositeEdge.index0]; + const uint32_t oppositeVertex1 = m_indices[oppositeEdge.index1]; + if (bestConnectedFace == UINT32_MAX || (oppositeVertex0 == edgeIt.vertex1() && oppositeVertex1 == edgeIt.vertex0())) + bestConnectedFace = oppositeEdge.face; + } + if (!alreadyAssignedToThisGroup && bestConnectedFace != UINT32_MAX) { + m_faceGroups[bestConnectedFace] = group; + growFaces.push_back(bestConnectedFace); + } + } + } + group++; + } + XA_PRINT(" %d face groups\n", group); + } + + void createBoundaries() + { + const uint32_t edgeCount = m_edges.size(); + const uint32_t faceCount = m_faces.size(); + const uint32_t vertexCount = m_positions.size(); + m_oppositeEdges.resize(edgeCount); + m_boundaryVertices.resize(vertexCount); + for (uint32_t i = 0; i < edgeCount; i++) + m_oppositeEdges[i] = UINT32_MAX; + for (uint32_t i = 0; i < vertexCount; i++) + m_boundaryVertices[i] = false; + for (uint32_t i = 0; i < faceCount; i++) { + if (m_faceFlags[i] & FaceFlags::Ignore) + continue; + const Face &face = m_faces[i]; + for (uint32_t j = 0; j < face.nIndices; j++) { + const uint32_t vertex0 = m_indices[face.firstIndex + j]; + const uint32_t vertex1 = m_indices[face.firstIndex + (j + 1) % face.nIndices]; + // If there is an edge with opposite winding to this one, the edge isn't on a boundary. + const Edge *oppositeEdge = findEdge(m_faceGroups[i], vertex1, vertex0); + if (oppositeEdge) { + XA_DEBUG_ASSERT(m_faceGroups[oppositeEdge->face] == m_faceGroups[i]); + XA_DEBUG_ASSERT(!(m_faceFlags[oppositeEdge->face] & FaceFlags::Ignore)); + m_oppositeEdges[face.firstIndex + j] = m_faces[oppositeEdge->face].firstIndex + oppositeEdge->relativeIndex; + } else { + m_boundaryVertices[vertex0] = m_boundaryVertices[vertex1] = true; + } + } + } + } + + void linkBoundaries() + { + const uint32_t edgeCount = m_edges.size(); + HashMap vertexToEdgeMap(edgeCount); + for (uint32_t i = 0; i < edgeCount; i++) { + const Edge &edge = m_edges[i]; + const uint32_t vertex0 = m_indices[edge.index0]; + const uint32_t vertex1 = m_indices[edge.index1]; + vertexToEdgeMap.add(vertex0, i); + vertexToEdgeMap.add(vertex1, i); + } + m_nextBoundaryEdges.resize(edgeCount); + for (uint32_t i = 0; i < edgeCount; i++) + m_nextBoundaryEdges[i] = UINT32_MAX; + uint32_t numBoundaryLoops = 0, numUnclosedBoundaries = 0; + BitArray linkedEdges(edgeCount); + linkedEdges.clearAll(); + for (;;) { + // Find the first boundary edge that hasn't been linked yet. + uint32_t firstEdge = UINT32_MAX; + for (uint32_t i = 0; i < edgeCount; i++) { + if (m_oppositeEdges[i] == UINT32_MAX && !linkedEdges.bitAt(i)) { + firstEdge = i; + break; + } + } + if (firstEdge == UINT32_MAX) + break; + uint32_t currentEdge = firstEdge; + for (;;) { + const Edge &edge = m_edges[currentEdge]; + // Find the next boundary edge. The first vertex will be the same as (or colocal to) the current edge second vertex. + const uint32_t startVertex = m_indices[edge.index1]; + uint32_t bestNextEdge = UINT32_MAX; + for (ColocalVertexIterator it(this, startVertex); !it.isDone(); it.advance()) { + uint32_t mapEdgeIndex = vertexToEdgeMap.get(it.vertex()); + while (mapEdgeIndex != UINT32_MAX) { + const uint32_t mapEdge = vertexToEdgeMap.value(mapEdgeIndex); + const Edge &otherEdge = m_edges[mapEdge]; + if (m_oppositeEdges[mapEdge] != UINT32_MAX) + goto next; // Not a boundary edge. + if (linkedEdges.bitAt(mapEdge)) + goto next; // Already linked. + if (m_faceGroups[edge.face] != m_faceGroups[otherEdge.face]) + goto next; // Don't cross face groups. + if (m_faceFlags[otherEdge.face] & FaceFlags::Ignore) + goto next; // Face is ignored. + if (m_indices[otherEdge.index0] != it.vertex()) + goto next; // Edge contains the vertex, but it's the wrong one. + // First edge (closing the boundary loop) has the highest priority. + // Non-colocal vertex has the next highest. + if (bestNextEdge != firstEdge && (bestNextEdge == UINT32_MAX || it.vertex() == startVertex)) + bestNextEdge = mapEdge; + next: + mapEdgeIndex = vertexToEdgeMap.getNext(mapEdgeIndex); + } + } + if (bestNextEdge == UINT32_MAX) { + numUnclosedBoundaries++; + if (currentEdge == firstEdge) + linkedEdges.setBitAt(firstEdge); // Only 1 edge in this boundary "loop". + break; // Can't find a next edge. + } + m_nextBoundaryEdges[currentEdge] = bestNextEdge; + linkedEdges.setBitAt(bestNextEdge); + currentEdge = bestNextEdge; + if (currentEdge == firstEdge) { + numBoundaryLoops++; + break; // Closed the boundary loop. + } + } + } + // Find internal boundary loops and separate them. + // Detect by finding two edges in a boundary loop that have a colocal end vertex. + // Fix by swapping their next boundary edge. + // Need to start over after every fix since known boundary loops have changed. + Array boundaryLoops; + fixInternalBoundary: + meshGetBoundaryLoops(*this, boundaryLoops); + for (uint32_t loop = 0; loop < boundaryLoops.size(); loop++) { + linkedEdges.clearAll(); + for (Mesh::BoundaryEdgeIterator it1(this, boundaryLoops[loop]); !it1.isDone(); it1.advance()) { + const uint32_t e1 = it1.edge(); + if (linkedEdges.bitAt(e1)) + continue; + for (Mesh::BoundaryEdgeIterator it2(this, boundaryLoops[loop]); !it2.isDone(); it2.advance()) { + const uint32_t e2 = it2.edge(); + if (e1 == e2 || !isBoundaryEdge(e2) || linkedEdges.bitAt(e2)) + continue; + if (!areColocal(m_indices[m_edges[e1].index1], m_indices[m_edges[e2].index1])) + continue; + swap(m_nextBoundaryEdges[e1], m_nextBoundaryEdges[e2]); + linkedEdges.setBitAt(e1); + linkedEdges.setBitAt(e2); + goto fixInternalBoundary; // start over + } + } + } + } + + /// Find edge, test all colocals. + const Edge *findEdge(uint32_t faceGroup, uint32_t vertex0, uint32_t vertex1) const + { + const Edge *result = NULL; + if (m_nextColocalVertex.isEmpty()) { + EdgeKey key(vertex0, vertex1); + uint32_t mapEdgeIndex = m_edgeMap.get(key); + while (mapEdgeIndex != UINT32_MAX) { + const Edge *edge = &m_edges[m_edgeMap.value(mapEdgeIndex)]; + // Don't find edges of ignored faces. + if ((faceGroup == UINT32_MAX || m_faceGroups[edge->face] == faceGroup) && !(m_faceFlags[edge->face] & FaceFlags::Ignore)) { + XA_DEBUG_ASSERT(m_id != UINT32_MAX || (m_id == UINT32_MAX && !result)); // duplicate edge - ignore on initial meshes + result = edge; +#if NDEBUG + return result; +#endif + } + mapEdgeIndex = m_edgeMap.getNext(mapEdgeIndex); + } + } else { + for (ColocalVertexIterator it0(this, vertex0); !it0.isDone(); it0.advance()) { + for (ColocalVertexIterator it1(this, vertex1); !it1.isDone(); it1.advance()) { + EdgeKey key(it0.vertex(), it1.vertex()); + uint32_t mapEdgeIndex = m_edgeMap.get(key); + while (mapEdgeIndex != UINT32_MAX) { + const Edge *edge = &m_edges[m_edgeMap.value(mapEdgeIndex)]; + // Don't find edges of ignored faces. + if ((faceGroup == UINT32_MAX || m_faceGroups[edge->face] == faceGroup) && !(m_faceFlags[edge->face] & FaceFlags::Ignore)) { + XA_DEBUG_ASSERT(m_id != UINT32_MAX || (m_id == UINT32_MAX && !result)); // duplicate edge - ignore on initial meshes + result = edge; +#if NDEBUG + return result; +#endif + } + mapEdgeIndex = m_edgeMap.getNext(mapEdgeIndex); + } + } + } + } + return result; + } + +#if XA_DEBUG_EXPORT_OBJ + void writeObjVertices(FILE *file) const + { + for (uint32_t i = 0; i < m_positions.size(); i++) + fprintf(file, "v %g %g %g\n", m_positions[i].x, m_positions[i].y, m_positions[i].z); + if (m_flags & MeshFlags::HasNormals) { + for (uint32_t i = 0; i < m_normals.size(); i++) + fprintf(file, "vn %g %g %g\n", m_normals[i].x, m_normals[i].y, m_normals[i].z); + } + for (uint32_t i = 0; i < m_texcoords.size(); i++) + fprintf(file, "vt %g %g\n", m_texcoords[i].x, m_texcoords[i].y); + } + + void writeObjFace(FILE *file, uint32_t face) const + { + const Face &f = m_faces[face]; + fprintf(file, "f "); + for (uint32_t j = 0; j < f.nIndices; j++) { + const uint32_t index = m_indices[f.firstIndex + j] + 1; // 1-indexed + fprintf(file, "%d/%d/%d%c", index, index, index, j == f.nIndices - 1 ? '\n' : ' '); + } + } + + void writeObjBoundaryEges(FILE *file) const + { + if (m_oppositeEdges.isEmpty()) + return; // Boundaries haven't been created. + fprintf(file, "o boundary_edges\n"); + for (uint32_t i = 0; i < m_edges.size(); i++) { + if (m_oppositeEdges[i] != UINT32_MAX) + continue; + const Edge &edge = m_edges[i]; + fprintf(file, "l %d %d\n", m_indices[edge.index0] + 1, m_indices[edge.index1] + 1); // 1-indexed + } + } + + void writeObjLinkedBoundaries(FILE *file) const + { + Array boundaryLoops; + meshGetBoundaryLoops(*this, boundaryLoops); + for (uint32_t i = 0; i < boundaryLoops.size(); i++) { + uint32_t edge = boundaryLoops[i]; + fprintf(file, "o boundary_%0.4d\n", i); + fprintf(file, "l"); + for (;;) { + const uint32_t vertex0 = m_indices[m_edges[edge].index0]; + const uint32_t vertex1 = m_indices[m_edges[edge].index1]; + fprintf(file, " %d", vertex0 + 1); // 1-indexed + edge = m_nextBoundaryEdges[edge]; + if (edge == boundaryLoops[i] || edge == UINT32_MAX) { + fprintf(file, " %d\n", vertex1 + 1); // 1-indexed + break; + } + } + } + } + + void writeObjFile(const char *filename) const + { + FILE *file = fopen(filename, "w"); + if (!file) + return; + writeObjVertices(file); + fprintf(file, "s off\n"); + fprintf(file, "o object\n"); + for (uint32_t i = 0; i < m_faces.size(); i++) + writeObjFace(file, i); + writeObjBoundaryEges(file); + writeObjLinkedBoundaries(file); + fclose(file); + } +#endif + + float computeSurfaceArea() const + { + float area = 0; + for (uint32_t f = 0; f < m_faces.size(); f++) + area += faceArea(f); + XA_DEBUG_ASSERT(area >= 0); + return area; + } + + float computeParametricArea() const + { + float area = 0; + for (uint32_t f = 0; f < m_faces.size(); f++) + area += faceParametricArea(f); + XA_DEBUG_ASSERT(area >= 0); + return fabsf(area); + } + + uint32_t countTriangles() const + { + const uint32_t faceCount = m_faces.size(); + uint32_t triangleCount = 0; + for (uint32_t f = 0; f < faceCount; f++) { + const Face &face = m_faces[f]; + const uint32_t edgeCount = face.nIndices; + XA_DEBUG_ASSERT(edgeCount > 2); + triangleCount += edgeCount - 2; + } + return triangleCount; + } + + float faceArea(uint32_t face) const + { + float area = 0; + Vector3 firstPos(0.0f); + for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { + if (it.relativeEdge() == 0) + firstPos = it.position0(); + else + area += length(cross(it.position0() - firstPos, it.position1() - firstPos)); + } + return area * 0.5f; + } + + Vector3 faceCentroid(uint32_t face) const + { + Vector3 sum(0.0f); + uint32_t count = 0; + for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { + sum += it.position0(); + count++; + } + return sum / float(count); + } + + Vector3 calculateFaceNormal(uint32_t face) const + { + Vector3 n(0.0f); + Vector3 p0(0.0f); + for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { + if (it.relativeEdge() == 0) { + p0 = it.position0(); + } else if (it.position1() != p0) { + const Vector3 &p1 = it.position0(); + const Vector3 &p2 = it.position1(); + const Vector3 v10 = p1 - p0; + const Vector3 v20 = p2 - p0; + n += cross(v10, v20); + } + } + return normalizeSafe(n, Vector3(0, 0, 1), 0.0f); + } + + float faceParametricArea(uint32_t face) const + { + float area = 0; + Vector2 firstTexcoord(0.0f); + for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { + if (it.relativeEdge() == 0) + firstTexcoord = it.texcoord0(); + else + area += triangleArea(firstTexcoord, it.texcoord0(), it.texcoord1()); + } + return area * 0.5f; + } + + + // Average of the edge midpoints weighted by the edge length. + // I want a point inside the triangle, but closer to the cirumcenter. + Vector3 triangleCenter(uint32_t face) const + { + const Vector3 &p0 = m_positions[m_indices[m_faces[face].firstIndex + 0]]; + const Vector3 &p1 = m_positions[m_indices[m_faces[face].firstIndex + 1]]; + const Vector3 &p2 = m_positions[m_indices[m_faces[face].firstIndex + 2]]; + const float l0 = length(p1 - p0); + const float l1 = length(p2 - p1); + const float l2 = length(p0 - p2); + const Vector3 m0 = (p0 + p1) * l0 / (l0 + l1 + l2); + const Vector3 m1 = (p1 + p2) * l1 / (l0 + l1 + l2); + const Vector3 m2 = (p2 + p0) * l2 / (l0 + l1 + l2); + return m0 + m1 + m2; + } + + // Unnormalized face normal assuming it's a triangle. + Vector3 triangleNormal(uint32_t face) const + { + return normalizeSafe(triangleNormalAreaScaled(face), Vector3(0), 0.0f); + } + + Vector3 triangleNormalAreaScaled(uint32_t face) const + { + const Vector3 &p0 = m_positions[m_indices[m_faces[face].firstIndex + 0]]; + const Vector3 &p1 = m_positions[m_indices[m_faces[face].firstIndex + 1]]; + const Vector3 &p2 = m_positions[m_indices[m_faces[face].firstIndex + 2]]; + const Vector3 e0 = p2 - p0; + const Vector3 e1 = p1 - p0; + return cross(e0, e1); + } + + // @@ This is not exactly accurate, we should compare the texture coordinates... + bool isSeam(uint32_t edge) const + { + const uint32_t oppositeEdge = m_oppositeEdges[edge]; + if (oppositeEdge == UINT32_MAX) + return false; // boundary edge + const Edge &e = m_edges[edge]; + const Edge &oe = m_edges[oppositeEdge]; + return m_indices[e.index0] != m_indices[oe.index1] || m_indices[e.index1] != m_indices[oe.index0]; + } + + bool isNormalSeam(uint32_t edge) const + { + const uint32_t oppositeEdge = m_oppositeEdges[edge]; + if (oppositeEdge == UINT32_MAX) + return false; // boundary edge + const Edge &e = m_edges[edge]; + const Edge &oe = m_edges[oppositeEdge]; + if (m_flags & MeshFlags::HasNormals) + return m_normals[m_indices[e.index0]] != m_normals[m_indices[oe.index1]] || m_normals[m_indices[e.index1]] != m_normals[m_indices[oe.index0]]; + XA_DEBUG_ASSERT(!m_faceNormals.isEmpty()); + return m_faceNormals[e.face] != m_faceNormals[oe.face]; + } + + bool isTextureSeam(uint32_t edge) const + { + const uint32_t oppositeEdge = m_oppositeEdges[edge]; + if (oppositeEdge == UINT32_MAX) + return false; // boundary edge + const Edge &e = m_edges[edge]; + const Edge &oe = m_edges[oppositeEdge]; + return m_texcoords[m_indices[e.index0]] != m_texcoords[m_indices[oe.index1]] || m_texcoords[m_indices[e.index1]] != m_texcoords[m_indices[oe.index0]]; + } + + uint32_t firstColocal(uint32_t vertex) const + { + for (ColocalVertexIterator it(this, vertex); !it.isDone(); it.advance()) { + if (it.vertex() < vertex) + vertex = it.vertex(); + } + return vertex; + } + + bool areColocal(uint32_t vertex0, uint32_t vertex1) const + { + if (vertex0 == vertex1) + return true; + if (m_nextColocalVertex.isEmpty()) + return false; + for (ColocalVertexIterator it(this, vertex0); !it.isDone(); it.advance()) { + if (it.vertex() == vertex1) + return true; + } + return false; + } + + uint32_t edgeCount() const { return m_edges.size(); } + const Edge *edgeAt(uint32_t edge) const { return &m_edges[edge]; } + uint32_t oppositeEdge(uint32_t edge) const { return m_oppositeEdges[edge]; } + bool isBoundaryEdge(uint32_t edge) const { return m_oppositeEdges[edge] == UINT32_MAX; } + bool isBoundaryVertex(uint32_t vertex) const { return m_boundaryVertices[vertex]; } + uint32_t colocalVertexCount() const { return m_colocalVertexCount; } + uint32_t vertexCount() const { return m_positions.size(); } + uint32_t vertexAt(uint32_t i) const { return m_indices[i]; } + const Vector3 &position(uint32_t vertex) const { return m_positions[vertex]; } + const Vector3 &normal(uint32_t vertex) const { XA_DEBUG_ASSERT(m_flags & MeshFlags::HasNormals); return m_normals[vertex]; } + const Vector2 &texcoord(uint32_t vertex) const { return m_texcoords[vertex]; } + Vector2 &texcoord(uint32_t vertex) { return m_texcoords[vertex]; } + uint32_t faceCount() const { return m_faces.size(); } + const Face *faceAt(uint32_t i) const { return &m_faces[i]; } + Face *faceAt(uint32_t i) { return &m_faces[i]; } + uint32_t faceFlagsAt(uint32_t i) const { return m_faceFlags[i]; } + uint32_t faceGroupCount() const { return m_faceGroups.size(); } + uint32_t faceGroupAt(uint32_t face) const { return m_faceGroups[face]; } + const Vector3 &faceNormalAt(uint32_t face) const { return m_faceNormals[face]; } + const uint32_t *indices() const { return m_indices.data(); } + uint32_t indexCount() const { return m_indices.size(); } + +private: + uint32_t m_flags; + uint32_t m_id; + Array m_edges; + Array m_faces; + Array m_faceFlags; + Array m_faceGroups; + Array m_faceNormals; + Array m_indices; + Array m_positions; + Array m_normals; + Array m_texcoords; + + // Populated by createColocals + uint32_t m_colocalVertexCount; + Array m_nextColocalVertex; // In: vertex index. Out: the vertex index of the next colocal position. + + // Populated by createBoundaries + Array m_nextBoundaryEdges; // The index of the next boundary edge. UINT32_MAX if the edge is not a boundary edge. + Array m_boundaryVertices; + Array m_oppositeEdges; // In: edge index. Out: the index of the opposite edge (i.e. wound the opposite direction). UINT32_MAX if the input edge is a boundary edge. + + struct EdgeKey + { + EdgeKey() {} + EdgeKey(const EdgeKey &k) : v0(k.v0), v1(k.v1) {} + EdgeKey(uint32_t v0, uint32_t v1) : v0(v0), v1(v1) {} + + void operator=(const EdgeKey &k) + { + v0 = k.v0; + v1 = k.v1; + } + bool operator==(const EdgeKey &k) const + { + return v0 == k.v0 && v1 == k.v1; + } + + uint32_t v0; + uint32_t v1; + }; + + HashMap m_edgeMap; + +public: + class BoundaryEdgeIterator + { + public: + BoundaryEdgeIterator(const Mesh *mesh, uint32_t edge) : m_mesh(mesh), m_first(UINT32_MAX), m_current(edge) {} + + void advance() + { + if (m_first == UINT32_MAX) + m_first = m_current; + m_current = m_mesh->m_nextBoundaryEdges[m_current]; + } + + bool isDone() const + { + return m_first == m_current || m_current == UINT32_MAX; + } + + uint32_t edge() const + { + return m_current; + } + + uint32_t nextEdge() const + { + return m_mesh->m_nextBoundaryEdges[m_current]; + } + + private: + const Mesh *m_mesh; + uint32_t m_first; + uint32_t m_current; + }; + + class ColocalVertexIterator + { + public: + ColocalVertexIterator(const Mesh *mesh, uint32_t v) : m_mesh(mesh), m_first(UINT32_MAX), m_current(v) {} + + void advance() + { + if (m_first == UINT32_MAX) + m_first = m_current; + if (!m_mesh->m_nextColocalVertex.isEmpty()) + m_current = m_mesh->m_nextColocalVertex[m_current]; + } + + bool isDone() const + { + return m_first == m_current; + } + + uint32_t vertex() const + { + return m_current; + } + + const Vector3 *pos() const + { + return &m_mesh->m_positions[m_current]; + } + + private: + const Mesh *m_mesh; + uint32_t m_first; + uint32_t m_current; + }; + + class ColocalEdgeIterator + { + public: + ColocalEdgeIterator(const Mesh *mesh, uint32_t vertex0, uint32_t vertex1) : m_mesh(mesh), m_vertex0It(mesh, vertex0), m_vertex1It(mesh, vertex1), m_vertex1(vertex1) + { + resetElement(); + } + + void advance() + { + advanceElement(); + } + + bool isDone() const + { + return m_vertex0It.isDone() && m_vertex1It.isDone() && m_mapEdgeIndex == UINT32_MAX; + } + + uint32_t edge() const + { + return m_mesh->m_edgeMap.value(m_mapEdgeIndex); + } + + private: + void resetElement() + { + m_mapEdgeIndex = m_mesh->m_edgeMap.get(Mesh::EdgeKey(m_vertex0It.vertex(), m_vertex1It.vertex())); + while (m_mapEdgeIndex != UINT32_MAX) { + if (!isIgnoredFace()) + break; + m_mapEdgeIndex = m_mesh->m_edgeMap.getNext(m_mapEdgeIndex); + } + if (m_mapEdgeIndex == UINT32_MAX) + advanceVertex1(); + } + + void advanceElement() + { + for (;;) { + m_mapEdgeIndex = m_mesh->m_edgeMap.getNext(m_mapEdgeIndex); + if (m_mapEdgeIndex == UINT32_MAX) + break; + if (!isIgnoredFace()) + break; + } + if (m_mapEdgeIndex == UINT32_MAX) + advanceVertex1(); + } + + void advanceVertex0() + { + m_vertex0It.advance(); + if (m_vertex0It.isDone()) + return; + m_vertex1It = ColocalVertexIterator(m_mesh, m_vertex1); + resetElement(); + } + + void advanceVertex1() + { + m_vertex1It.advance(); + if (m_vertex1It.isDone()) + advanceVertex0(); + else + resetElement(); + } + + bool isIgnoredFace() const + { + const Edge *edge = &m_mesh->m_edges[m_mesh->m_edgeMap.value(m_mapEdgeIndex)]; + return (m_mesh->m_faceFlags[edge->face] & FaceFlags::Ignore) != 0; + } + + const Mesh *m_mesh; + ColocalVertexIterator m_vertex0It, m_vertex1It; + const uint32_t m_vertex1; + uint32_t m_mapEdgeIndex; + }; + + class FaceEdgeIterator + { + public: + FaceEdgeIterator (const Mesh *mesh, uint32_t face) : m_mesh(mesh), m_face(face), m_relativeEdge(0) + { + m_edge = m_mesh->m_faces[m_face].firstIndex; + } + + void advance() + { + if (m_relativeEdge < m_mesh->m_faces[m_face].nIndices) { + m_edge++; + m_relativeEdge++; + } + } + + bool isDone() const + { + return m_relativeEdge == m_mesh->m_faces[m_face].nIndices; + } + + bool isBoundary() const { return m_mesh->m_oppositeEdges[m_edge] == UINT32_MAX; } + bool isSeam() const { return m_mesh->isSeam(m_edge); } + bool isNormalSeam() const { return m_mesh->isNormalSeam(m_edge); } + bool isTextureSeam() const { return m_mesh->isTextureSeam(m_edge); } + uint32_t edge() const { return m_edge; } + uint32_t relativeEdge() const { return m_relativeEdge; } + uint32_t face() const { return m_face; } + uint32_t oppositeEdge() const { return m_mesh->m_oppositeEdges[m_edge]; } + + uint32_t oppositeFace() const + { + const uint32_t oedge = m_mesh->m_oppositeEdges[m_edge]; + if (oedge == UINT32_MAX) + return UINT32_MAX; + return m_mesh->m_edges[oedge].face; + } + + uint32_t vertex0() const + { + const Face &face = m_mesh->m_faces[m_face]; + return m_mesh->m_indices[face.firstIndex + m_relativeEdge]; + } + + uint32_t vertex1() const + { + const Face &face = m_mesh->m_faces[m_face]; + return m_mesh->m_indices[face.firstIndex + (m_relativeEdge + 1) % face.nIndices]; + } + + const Vector3 &position0() const { return m_mesh->m_positions[vertex0()]; } + const Vector3 &position1() const { return m_mesh->m_positions[vertex1()]; } + const Vector2 &texcoord0() const { return m_mesh->m_texcoords[vertex0()]; } + const Vector2 &texcoord1() const { return m_mesh->m_texcoords[vertex1()]; } + + private: + const Mesh *m_mesh; + uint32_t m_face; + uint32_t m_edge; + uint32_t m_relativeEdge; + }; +}; + +static bool meshIsPlanar(const Mesh &mesh) +{ + const uint32_t vertexCount = mesh.vertexCount(); + const Face *face = mesh.faceAt(0); + const Vector3 p1 = mesh.position(mesh.vertexAt(face->firstIndex + 0)); + const Vector3 p2 = mesh.position(mesh.vertexAt(face->firstIndex + 1)); + const Vector3 p3 = mesh.position(mesh.vertexAt(face->firstIndex + 2)); + Vector3 planeNormal = cross(p2 - p1, p3 - p1); + float planeDist = dot(planeNormal, p1); + const float len = length(planeNormal); + if (len > 0.0f) { + const float il = 1.0f / len; + planeNormal *= il; + planeDist *= il; + } + for (uint32_t v = 0; v < vertexCount; v++) { + const float d = dot(planeNormal, mesh.position(v)) - planeDist; + if (!equal(d, 0.0f)) + return false; + } + return true; +} + +/* +Fixing T-junctions. + +- Find T-junctions. Find vertices that are on an edge. +- This test is approximate. +- Insert edges on a spatial index to speedup queries. +- Consider only open edges, that is edges that have no pairs. +- Consider only vertices on boundaries. +- Close T-junction. +- Split edge. + +*/ +struct SplitEdge +{ + uint32_t index; + uint32_t edge; + float t; + uint32_t vertex; + + bool operator<(const SplitEdge &other) const + { + if (edge < other.edge) + return true; + else if (edge == other.edge) { + if (t < other.t) + return true; + } + return false; + } +}; + +// Returns NULL if there were no t-junctions to fix. +static Mesh *meshFixTJunctions(const Mesh &inputMesh) +{ + Array splitEdges; + const uint32_t vertexCount = inputMesh.vertexCount(); + const uint32_t edgeCount = inputMesh.edgeCount(); + for (uint32_t v = 0; v < vertexCount; v++) { + if (!inputMesh.isBoundaryVertex(v)) + continue; + // Find edges that this vertex overlaps with. + const Vector3 &x0 = inputMesh.position(v); + for (uint32_t e = 0; e < edgeCount; e++) { + if (!inputMesh.isBoundaryEdge(e)) + continue; + const Edge *edge = inputMesh.edgeAt(e); + const Vector3 &x1 = inputMesh.position(inputMesh.vertexAt(edge->index0)); + const Vector3 &x2 = inputMesh.position(inputMesh.vertexAt(edge->index1)); + if (x1 == x0 || x2 == x0) + continue; // Vertex lies on either edge vertex. + const Vector3 v01 = x0 - x1; + const Vector3 v21 = x2 - x1; + const float l = length(v21); + const float d = length(cross(v01, v21)) / l; + if (!isZero(d)) + continue; + float t = dot(v01, v21) / (l * l); + if (t < XA_EPSILON || t > 1.0f - XA_EPSILON) + continue; + //XA_DEBUG_ASSERT(lerp(x1, x2, t) == x0); + SplitEdge splitEdge; + splitEdge.index = splitEdges.size(); + splitEdge.edge = e; + splitEdge.t = t; + splitEdge.vertex = v; + splitEdges.push_back(splitEdge); + } + } + if (splitEdges.isEmpty()) + return NULL; + const uint32_t faceCount = inputMesh.faceCount(); + Mesh *mesh = XA_NEW(Mesh, 0, vertexCount + splitEdges.size(), faceCount); + for (uint32_t v = 0; v < vertexCount; v++) + mesh->addVertex(inputMesh.position(v), Vector3(0.0f), inputMesh.texcoord(v)); + for (uint32_t se = 0; se < splitEdges.size(); se++) { + const SplitEdge &splitEdge = splitEdges[se]; + const Edge *edge = inputMesh.edgeAt(splitEdge.edge); + Vector3 normal(0.0f); + if (inputMesh.flags() & MeshFlags::HasNormals) + normal = lerp(inputMesh.normal(inputMesh.vertexAt(edge->index0)), inputMesh.normal(inputMesh.vertexAt(edge->index1)), splitEdge.t); + const Vector2 texcoord = lerp(inputMesh.texcoord(inputMesh.vertexAt(edge->index0)), inputMesh.texcoord(inputMesh.vertexAt(edge->index1)), splitEdge.t); + mesh->addVertex(inputMesh.position(splitEdge.vertex), normal, texcoord); + } + Array indexArray; + indexArray.reserve(4); + Array faceSplitEdges; + faceSplitEdges.reserve(4); + for (uint32_t f = 0; f < faceCount; f++) { + // Find t-junctions in this face. + faceSplitEdges.clear(); + for (uint32_t i = 0; i < splitEdges.size(); i++) { + if (inputMesh.edgeAt(splitEdges[i].edge)->face == f) + faceSplitEdges.push_back(splitEdges[i]); + } + // Need to split edges in winding order when a single edge has multiple t-junctions. + if (!faceSplitEdges.isEmpty()) + insertionSort(faceSplitEdges.data(), faceSplitEdges.size()); + indexArray.clear(); + for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) { + indexArray.push_back(it.vertex0()); + for (uint32_t se = 0; se < faceSplitEdges.size(); se++) { + const SplitEdge &splitEdge = faceSplitEdges[se]; + if (splitEdge.edge == it.edge()) + indexArray.push_back(vertexCount + faceSplitEdges[se].index); + } + } + mesh->addFace(indexArray, inputMesh.faceFlagsAt(f)); + } + mesh->createColocals(); // Added new vertices, some may be colocal with existing vertices. + return mesh; +} + +// This is doing a simple ear-clipping algorithm that skips invalid triangles. Ideally, we should +// also sort the ears by angle, start with the ones that have the smallest angle and proceed in order. +static Mesh *meshTriangulate(const Mesh &inputMesh) +{ + if (inputMesh.faceCount() * 3 == inputMesh.edgeCount()) + return NULL; + const uint32_t vertexCount = inputMesh.vertexCount(); + const uint32_t faceCount = inputMesh.faceCount(); + Mesh *mesh = XA_NEW(Mesh, 0, vertexCount, faceCount); + // Add all vertices. + for (uint32_t v = 0; v < vertexCount; v++) + mesh->addVertex(inputMesh.position(v), Vector3(0.0f), inputMesh.texcoord(v)); + Array polygonVertices; + Array polygonAngles; + Array polygonPoints; + for (uint32_t f = 0; f < faceCount; f++) { + const Face *face = inputMesh.faceAt(f); + const uint32_t edgeCount = face->nIndices; + XA_DEBUG_ASSERT(edgeCount >= 3); + polygonVertices.clear(); + polygonVertices.reserve(edgeCount); + if (edgeCount == 3) { + // Simple case for triangles. + for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) + polygonVertices.push_back(it.vertex0()); + mesh->addFace(polygonVertices[0], polygonVertices[1], polygonVertices[2]); + } else { + // Build 2D polygon projecting vertices onto normal plane. + // Faces are not necesarily planar, this is for example the case, when the face comes from filling a hole. In such cases + // it's much better to use the best fit plane. + const Vector3 fn = inputMesh.calculateFaceNormal(f); + Basis basis; + basis.buildFrameForDirection(fn); + polygonPoints.clear(); + polygonPoints.reserve(edgeCount); + polygonAngles.clear(); + polygonAngles.reserve(edgeCount); + for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) { + polygonVertices.push_back(it.vertex0()); + const Vector3 &pos = it.position0(); + polygonPoints.push_back(Vector2(dot(basis.tangent, pos), dot(basis.bitangent, pos))); + } + polygonAngles.resize(edgeCount); + while (polygonVertices.size() > 2) { + const uint32_t size = polygonVertices.size(); + // Update polygon angles. @@ Update only those that have changed. + float minAngle = float(2.0f * M_PI); + uint32_t bestEar = 0; // Use first one if none of them is valid. + bool bestIsValid = false; + for (uint32_t i = 0; i < size; i++) { + uint32_t i0 = i; + uint32_t i1 = (i + 1) % size; // Use Sean's polygon interation trick. + uint32_t i2 = (i + 2) % size; + Vector2 p0 = polygonPoints[i0]; + Vector2 p1 = polygonPoints[i1]; + Vector2 p2 = polygonPoints[i2]; + float d = clamp(dot(p0 - p1, p2 - p1) / (safe_length(p0 - p1) * safe_length(p2 - p1)), -1.0f, 1.0f); + float angle = acosf(d); + float area = triangleArea(p0, p1, p2); + if (area < 0.0f) + angle = float(2.0f * M_PI - angle); + polygonAngles[i1] = angle; + if (angle < minAngle || !bestIsValid) { + // Make sure this is a valid ear, if not, skip this point. + bool valid = true; + for (uint32_t j = 0; j < size; j++) { + if (j == i0 || j == i1 || j == i2) + continue; + Vector2 p = polygonPoints[j]; + if (pointInTriangle(p, p0, p1, p2)) { + valid = false; + break; + } + } + if (valid || !bestIsValid) { + minAngle = angle; + bestEar = i1; + bestIsValid = valid; + } + } + } + // Clip best ear: + const uint32_t i0 = (bestEar + size - 1) % size; + const uint32_t i1 = (bestEar + 0) % size; + const uint32_t i2 = (bestEar + 1) % size; + mesh->addFace(polygonVertices[i0], polygonVertices[i1], polygonVertices[i2]); + polygonVertices.removeAt(i1); + polygonPoints.removeAt(i1); + polygonAngles.removeAt(i1); + } + } + } + mesh->createBoundaries(); + mesh->linkBoundaries(); + return mesh; +} + +static Mesh *meshUnifyVertices(const Mesh &inputMesh) +{ + const uint32_t vertexCount = inputMesh.vertexCount(); + const uint32_t faceCount = inputMesh.faceCount(); + Mesh *mesh = XA_NEW(Mesh, 0, vertexCount, faceCount); + // Only add the first colocal. + for (uint32_t v = 0; v < vertexCount; v++) { + if (inputMesh.firstColocal(v) == v) + mesh->addVertex(inputMesh.position(v), Vector3(), inputMesh.texcoord(v)); + } + Array indexArray; + // Add new faces pointing to first colocals. + for (uint32_t f = 0; f < faceCount; f++) { + indexArray.clear(); + for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) + indexArray.push_back(inputMesh.firstColocal(it.vertex0())); + mesh->addFace(indexArray, inputMesh.faceFlagsAt(f)); + } + return mesh; +} + +// boundaryLoops are the first edges for each boundary loop. +static void meshGetBoundaryLoops(const Mesh &mesh, Array &boundaryLoops) +{ + const uint32_t edgeCount = mesh.edgeCount(); + BitArray bitFlags(edgeCount); + bitFlags.clearAll(); + boundaryLoops.clear(); + // Search for boundary edges. Mark all the edges that belong to the same boundary. + for (uint32_t e = 0; e < edgeCount; e++) { + if (bitFlags.bitAt(e) || !mesh.isBoundaryEdge(e)) + continue; + for (Mesh::BoundaryEdgeIterator it(&mesh, e); !it.isDone(); it.advance()) + bitFlags.setBitAt(it.edge()); + boundaryLoops.push_back(e); + } +} + +class MeshTopology +{ +public: + MeshTopology(const Mesh *mesh) + { + buildTopologyInfo(mesh); + } + + /// Determine if the mesh is connected. + bool isConnected() const + { + return m_connectedCount == 1; + } + + /// Determine if the mesh is closed. (Each edge is shared by two faces) + bool isClosed() const + { + return m_boundaryCount == 0; + } + + /// Return true if the mesh has the topology of a disk. + bool isDisk() const + { + return isConnected() && m_boundaryCount == 1/* && m_eulerNumber == 1*/; + } + +private: + void buildTopologyInfo(const Mesh *mesh) + { + const uint32_t vertexCount = mesh->colocalVertexCount(); + const uint32_t faceCount = mesh->faceCount(); + const uint32_t edgeCount = mesh->edgeCount(); + Array stack(faceCount); + BitArray bitFlags(faceCount); + bitFlags.clearAll(); + // Compute connectivity. + m_connectedCount = 0; + for (uint32_t f = 0; f < faceCount; f++ ) { + if (bitFlags.bitAt(f) == false) { + m_connectedCount++; + stack.push_back(f); + while (!stack.isEmpty()) { + const uint32_t top = stack.back(); + XA_ASSERT(top != uint32_t(~0)); + stack.pop_back(); + if (bitFlags.bitAt(top) == false) { + bitFlags.setBitAt(top); + for (Mesh::FaceEdgeIterator it(mesh, top); !it.isDone(); it.advance()) { + const uint32_t oppositeFace = it.oppositeFace(); + if (oppositeFace != UINT32_MAX) + stack.push_back(oppositeFace); + } + } + } + } + } + XA_ASSERT(stack.isEmpty()); + // Count boundary loops. + m_boundaryCount = 0; + bitFlags.resize(edgeCount); + bitFlags.clearAll(); + // Don't forget to link the boundary otherwise this won't work. + for (uint32_t e = 0; e < edgeCount; e++) { + if (bitFlags.bitAt(e) || !mesh->isBoundaryEdge(e)) + continue; + m_boundaryCount++; + for (Mesh::BoundaryEdgeIterator it(mesh, e); !it.isDone(); it.advance()) + bitFlags.setBitAt(it.edge()); + } + // Compute euler number. + m_eulerNumber = vertexCount - edgeCount + faceCount; + // Compute genus. (only valid on closed connected surfaces) + m_genus = -1; + if (isClosed() && isConnected()) + m_genus = (2 - m_eulerNumber) / 2; + } + +private: + ///< Number of boundary loops. + int m_boundaryCount; + + ///< Number of connected components. + int m_connectedCount; + + ///< Euler number. + int m_eulerNumber; + + /// Mesh genus. + int m_genus; +}; + +namespace raster { +class ClippedTriangle +{ +public: + ClippedTriangle(const Vector2 &a, const Vector2 &b, const Vector2 &c) + { + m_numVertices = 3; + m_activeVertexBuffer = 0; + m_verticesA[0] = a; + m_verticesA[1] = b; + m_verticesA[2] = c; + m_vertexBuffers[0] = m_verticesA; + m_vertexBuffers[1] = m_verticesB; + } + + uint32_t vertexCount() + { + return m_numVertices; + } + + const Vector2 *vertices() + { + return m_vertexBuffers[m_activeVertexBuffer]; + } + + void clipHorizontalPlane(float offset, float clipdirection) + { + Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; + m_activeVertexBuffer ^= 1; + Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer]; + v[m_numVertices] = v[0]; + float dy2, dy1 = offset - v[0].y; + int dy2in, dy1in = clipdirection * dy1 >= 0; + uint32_t p = 0; + for (uint32_t k = 0; k < m_numVertices; k++) { + dy2 = offset - v[k + 1].y; + dy2in = clipdirection * dy2 >= 0; + if (dy1in) v2[p++] = v[k]; + if ( dy1in + dy2in == 1 ) { // not both in/out + float dx = v[k + 1].x - v[k].x; + float dy = v[k + 1].y - v[k].y; + v2[p++] = Vector2(v[k].x + dy1 * (dx / dy), offset); + } + dy1 = dy2; + dy1in = dy2in; + } + m_numVertices = p; + } + + void clipVerticalPlane(float offset, float clipdirection ) + { + Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; + m_activeVertexBuffer ^= 1; + Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer]; + v[m_numVertices] = v[0]; + float dx2, dx1 = offset - v[0].x; + int dx2in, dx1in = clipdirection * dx1 >= 0; + uint32_t p = 0; + for (uint32_t k = 0; k < m_numVertices; k++) { + dx2 = offset - v[k + 1].x; + dx2in = clipdirection * dx2 >= 0; + if (dx1in) v2[p++] = v[k]; + if ( dx1in + dx2in == 1 ) { // not both in/out + float dx = v[k + 1].x - v[k].x; + float dy = v[k + 1].y - v[k].y; + v2[p++] = Vector2(offset, v[k].y + dx1 * (dy / dx)); + } + dx1 = dx2; + dx1in = dx2in; + } + m_numVertices = p; + } + + void computeAreaCentroid() + { + Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; + v[m_numVertices] = v[0]; + m_area = 0; + float centroidx = 0, centroidy = 0; + for (uint32_t k = 0; k < m_numVertices; k++) { + // http://local.wasp.uwa.edu.au/~pbourke/geometry/polyarea/ + float f = v[k].x * v[k + 1].y - v[k + 1].x * v[k].y; + m_area += f; + centroidx += f * (v[k].x + v[k + 1].x); + centroidy += f * (v[k].y + v[k + 1].y); + } + m_area = 0.5f * fabsf(m_area); + if (m_area == 0) { + m_centroid = Vector2(0.0f); + } else { + m_centroid = Vector2(centroidx / (6 * m_area), centroidy / (6 * m_area)); + } + } + + void clipAABox(float x0, float y0, float x1, float y1) + { + clipVerticalPlane ( x0, -1); + clipHorizontalPlane( y0, -1); + clipVerticalPlane ( x1, 1); + clipHorizontalPlane( y1, 1); + computeAreaCentroid(); + } + + Vector2 centroid() + { + return m_centroid; + } + + float area() + { + return m_area; + } + +private: + Vector2 m_verticesA[7 + 1]; + Vector2 m_verticesB[7 + 1]; + Vector2 *m_vertexBuffers[2]; + uint32_t m_numVertices; + uint32_t m_activeVertexBuffer; + float m_area; + Vector2 m_centroid; +}; + +/// A callback to sample the environment. Return false to terminate rasterization. +typedef bool (* SamplingCallback)(void *param, int x, int y, const Vector3 &bar, const Vector3 &dx, const Vector3 &dy, float coverage); + +/// A triangle for rasterization. +struct Triangle +{ + Triangle(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector3 &t0, const Vector3 &t1, const Vector3 &t2) + { + // Init vertices. + this->v1 = v0; + this->v2 = v2; + this->v3 = v1; + // Set barycentric coordinates. + this->t1 = t0; + this->t2 = t2; + this->t3 = t1; + // make sure every triangle is front facing. + flipBackface(); + // Compute deltas. + valid = computeDeltas(); + computeUnitInwardNormals(); + } + + /// Compute texture space deltas. + /// This method takes two edge vectors that form a basis, determines the + /// coordinates of the canonic vectors in that basis, and computes the + /// texture gradient that corresponds to those vectors. + bool computeDeltas() + { + Vector2 e0 = v3 - v1; + Vector2 e1 = v2 - v1; + Vector3 de0 = t3 - t1; + Vector3 de1 = t2 - t1; + float denom = (e0.y * e1.x - e1.y * e0.x);; + if (denom == 0.0f) { // [Bruno] prefer to avoid FPEs (use them to detect problems) + return false; + } + denom = 1.0f / denom; + float lambda1 = - e1.y * denom; + float lambda2 = e0.y * denom; + float lambda3 = e1.x * denom; + float lambda4 = - e0.x * denom; + dx = de0 * lambda1 + de1 * lambda2; + dy = de0 * lambda3 + de1 * lambda4; + return true; + } + + bool draw(const Vector2 &extents, bool enableScissors, SamplingCallback cb, void *param) + { + // 28.4 fixed-point coordinates + const int Y1 = ftoi_round(16.0f * v1.y); + const int Y2 = ftoi_round(16.0f * v2.y); + const int Y3 = ftoi_round(16.0f * v3.y); + const int X1 = ftoi_round(16.0f * v1.x); + const int X2 = ftoi_round(16.0f * v2.x); + const int X3 = ftoi_round(16.0f * v3.x); + // Deltas + const int DX12 = X1 - X2; + const int DX23 = X2 - X3; + const int DX31 = X3 - X1; + const int DY12 = Y1 - Y2; + const int DY23 = Y2 - Y3; + const int DY31 = Y3 - Y1; + // Fixed-point deltas + const int FDX12 = DX12 << 4; + const int FDX23 = DX23 << 4; + const int FDX31 = DX31 << 4; + const int FDY12 = DY12 << 4; + const int FDY23 = DY23 << 4; + const int FDY31 = DY31 << 4; + int minx, miny, maxx, maxy; + if (enableScissors) { + int frustumX0 = 0 << 4; + int frustumY0 = 0 << 4; + int frustumX1 = (int)extents.x << 4; + int frustumY1 = (int)extents.y << 4; + // Bounding rectangle + minx = (max(min3(X1, X2, X3), frustumX0) + 0xF) >> 4; + miny = (max(min3(Y1, Y2, Y3), frustumY0) + 0xF) >> 4; + maxx = (min(max3(X1, X2, X3), frustumX1) + 0xF) >> 4; + maxy = (min(max3(Y1, Y2, Y3), frustumY1) + 0xF) >> 4; + } else { + // Bounding rectangle + minx = (min3(X1, X2, X3) + 0xF) >> 4; + miny = (min3(Y1, Y2, Y3) + 0xF) >> 4; + maxx = (max3(X1, X2, X3) + 0xF) >> 4; + maxy = (max3(Y1, Y2, Y3) + 0xF) >> 4; + } + // Block size, standard 8x8 (must be power of two) + const int q = 8; + // @@ This won't work when minx,miny are negative. This code path is not used. Leaving as is for now. + XA_ASSERT(minx >= 0); + XA_ASSERT(miny >= 0); + // Start in corner of 8x8 block + minx &= ~(q - 1); + miny &= ~(q - 1); + // Half-edge constants + int C1 = DY12 * X1 - DX12 * Y1; + int C2 = DY23 * X2 - DX23 * Y2; + int C3 = DY31 * X3 - DX31 * Y3; + // Correct for fill convention + if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++; + if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++; + if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++; + // Loop through blocks + for (int y = miny; y < maxy; y += q) { + for (int x = minx; x < maxx; x += q) { + // Corners of block + int x0 = x << 4; + int x1 = (x + q - 1) << 4; + int y0 = y << 4; + int y1 = (y + q - 1) << 4; + // Evaluate half-space functions + bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0; + bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0; + bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0; + bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0; + int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3); + bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0; + bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0; + bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0; + bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0; + int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3); + bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0; + bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0; + bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0; + bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0; + int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3); + // Skip block when outside an edge + if (a == 0x0 || b == 0x0 || c == 0x0) continue; + // Accept whole block when totally covered + if (a == 0xF && b == 0xF && c == 0xF) { + Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); + for (int iy = y; iy < y + q; iy++) { + Vector3 tex = texRow; + for (int ix = x; ix < x + q; ix++) { + //Vector3 tex = t1 + dx * (ix - v1.x) + dy * (iy - v1.y); + if (!cb(param, ix, iy, tex, dx, dy, 1.0)) { + // early out. + return false; + } + tex += dx; + } + texRow += dy; + } + } else { // Partially covered block + int CY1 = C1 + DX12 * y0 - DY12 * x0; + int CY2 = C2 + DX23 * y0 - DY23 * x0; + int CY3 = C3 + DX31 * y0 - DY31 * x0; + Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); + for (int iy = y; iy < y + q; iy++) { + int CX1 = CY1; + int CX2 = CY2; + int CX3 = CY3; + Vector3 tex = texRow; + for (int ix = x; ix < x + q; ix++) { + if (CX1 > 0 && CX2 > 0 && CX3 > 0) { + if (!cb(param, ix, iy, tex, dx, dy, 1.0)) { + // early out. + return false; + } + } + CX1 -= FDY12; + CX2 -= FDY23; + CX3 -= FDY31; + tex += dx; + } + CY1 += FDX12; + CY2 += FDX23; + CY3 += FDX31; + texRow += dy; + } + } + } + } + return true; + } + + // extents has to be multiple of BK_SIZE!! + bool drawAA(const Vector2 &extents, bool enableScissors, SamplingCallback cb, void *param) + { + const float PX_INSIDE = 1.0f/sqrtf(2.0f); + const float PX_OUTSIDE = -1.0f/sqrtf(2.0f); + const float BK_SIZE = 8; + const float BK_INSIDE = sqrtf(BK_SIZE*BK_SIZE/2.0f); + const float BK_OUTSIDE = -sqrtf(BK_SIZE*BK_SIZE/2.0f); + + float minx, miny, maxx, maxy; + if (enableScissors) { + // Bounding rectangle + minx = floorf(max(min3(v1.x, v2.x, v3.x), 0.0f)); + miny = floorf(max(min3(v1.y, v2.y, v3.y), 0.0f)); + maxx = ceilf( min(max3(v1.x, v2.x, v3.x), extents.x - 1.0f)); + maxy = ceilf( min(max3(v1.y, v2.y, v3.y), extents.y - 1.0f)); + } else { + // Bounding rectangle + minx = floorf(min3(v1.x, v2.x, v3.x)); + miny = floorf(min3(v1.y, v2.y, v3.y)); + maxx = ceilf( max3(v1.x, v2.x, v3.x)); + maxy = ceilf( max3(v1.y, v2.y, v3.y)); + } + // There's no reason to align the blocks to the viewport, instead we align them to the origin of the triangle bounds. + minx = floorf(minx); + miny = floorf(miny); + //minx = (float)(((int)minx) & (~((int)BK_SIZE - 1))); // align to blocksize (we don't need to worry about blocks partially out of viewport) + //miny = (float)(((int)miny) & (~((int)BK_SIZE - 1))); + minx += 0.5; + miny += 0.5; // sampling at texel centers! + maxx += 0.5; + maxy += 0.5; + // Half-edge constants + float C1 = n1.x * (-v1.x) + n1.y * (-v1.y); + float C2 = n2.x * (-v2.x) + n2.y * (-v2.y); + float C3 = n3.x * (-v3.x) + n3.y * (-v3.y); + // Loop through blocks + for (float y0 = miny; y0 <= maxy; y0 += BK_SIZE) { + for (float x0 = minx; x0 <= maxx; x0 += BK_SIZE) { + // Corners of block + float xc = (x0 + (BK_SIZE - 1) / 2.0f); + float yc = (y0 + (BK_SIZE - 1) / 2.0f); + // Evaluate half-space functions + float aC = C1 + n1.x * xc + n1.y * yc; + float bC = C2 + n2.x * xc + n2.y * yc; + float cC = C3 + n3.x * xc + n3.y * yc; + // Skip block when outside an edge + if ( (aC <= BK_OUTSIDE) || (bC <= BK_OUTSIDE) || (cC <= BK_OUTSIDE) ) continue; + // Accept whole block when totally covered + if ( (aC >= BK_INSIDE) && (bC >= BK_INSIDE) && (cC >= BK_INSIDE) ) { + Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); + for (float y = y0; y < y0 + BK_SIZE; y++) { + Vector3 tex = texRow; + for (float x = x0; x < x0 + BK_SIZE; x++) { + if (!cb(param, (int)x, (int)y, tex, dx, dy, 1.0f)) { + return false; + } + tex += dx; + } + texRow += dy; + } + } else { // Partially covered block + float CY1 = C1 + n1.x * x0 + n1.y * y0; + float CY2 = C2 + n2.x * x0 + n2.y * y0; + float CY3 = C3 + n3.x * x0 + n3.y * y0; + Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); + for (float y = y0; y < y0 + BK_SIZE; y++) { // @@ This is not clipping to scissor rectangle correctly. + float CX1 = CY1; + float CX2 = CY2; + float CX3 = CY3; + Vector3 tex = texRow; + for (float x = x0; x < x0 + BK_SIZE; x++) { // @@ This is not clipping to scissor rectangle correctly. + if (CX1 >= PX_INSIDE && CX2 >= PX_INSIDE && CX3 >= PX_INSIDE) { + // pixel completely covered + Vector3 tex2 = t1 + dx * (x - v1.x) + dy * (y - v1.y); + if (!cb(param, (int)x, (int)y, tex2, dx, dy, 1.0f)) { + return false; + } + } else if ((CX1 >= PX_OUTSIDE) && (CX2 >= PX_OUTSIDE) && (CX3 >= PX_OUTSIDE)) { + // triangle partially covers pixel. do clipping. + ClippedTriangle ct(v1 - Vector2(x, y), v2 - Vector2(x, y), v3 - Vector2(x, y)); + ct.clipAABox(-0.5, -0.5, 0.5, 0.5); + Vector2 centroid = ct.centroid(); + float area = ct.area(); + if (area > 0.0f) { + Vector3 texCent = tex - dx * centroid.x - dy * centroid.y; + //XA_ASSERT(texCent.x >= -0.1f && texCent.x <= 1.1f); // @@ Centroid is not very exact... + //XA_ASSERT(texCent.y >= -0.1f && texCent.y <= 1.1f); + //XA_ASSERT(texCent.z >= -0.1f && texCent.z <= 1.1f); + //Vector3 texCent2 = t1 + dx * (x - v1.x) + dy * (y - v1.y); + if (!cb(param, (int)x, (int)y, texCent, dx, dy, area)) { + return false; + } + } + } + CX1 += n1.x; + CX2 += n2.x; + CX3 += n3.x; + tex += dx; + } + CY1 += n1.y; + CY2 += n2.y; + CY3 += n3.y; + texRow += dy; + } + } + } + } + return true; + } + + void flipBackface() + { + // check if triangle is backfacing, if so, swap two vertices + if ( ((v3.x - v1.x) * (v2.y - v1.y) - (v3.y - v1.y) * (v2.x - v1.x)) < 0 ) { + Vector2 hv = v1; + v1 = v2; + v2 = hv; // swap pos + Vector3 ht = t1; + t1 = t2; + t2 = ht; // swap tex + } + } + + // compute unit inward normals for each edge. + void computeUnitInwardNormals() + { + n1 = v1 - v2; + n1 = Vector2(-n1.y, n1.x); + n1 = n1 * (1.0f / sqrtf(n1.x * n1.x + n1.y * n1.y)); + n2 = v2 - v3; + n2 = Vector2(-n2.y, n2.x); + n2 = n2 * (1.0f / sqrtf(n2.x * n2.x + n2.y * n2.y)); + n3 = v3 - v1; + n3 = Vector2(-n3.y, n3.x); + n3 = n3 * (1.0f / sqrtf(n3.x * n3.x + n3.y * n3.y)); + } + + // Vertices. + Vector2 v1, v2, v3; + Vector2 n1, n2, n3; // unit inward normals + Vector3 t1, t2, t3; + + // Deltas. + Vector3 dx, dy; + + float sign; + bool valid; +}; + +enum Mode +{ + Mode_Nearest, + Mode_Antialiased +}; + +// Process the given triangle. Returns false if rasterization was interrupted by the callback. +static bool drawTriangle(Mode mode, const Vector2 &extents, bool enableScissors, const Vector2 v[3], SamplingCallback cb, void *param) +{ + Triangle tri(v[0], v[1], v[2], Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1)); + // @@ It would be nice to have a conservative drawing mode that enlarges the triangle extents by one texel and is able to handle degenerate triangles. + // @@ Maybe the simplest thing to do would be raster triangle edges. + if (tri.valid) { + if (mode == Mode_Antialiased) { + return tri.drawAA(extents, enableScissors, cb, param); + } + if (mode == Mode_Nearest) { + return tri.draw(extents, enableScissors, cb, param); + } + } + return true; +} + +} // namespace raster + +// Full and sparse vector and matrix classes. BLAS subset. +// Pseudo-BLAS interface. +namespace sparse { + +/** +* Sparse matrix class. The matrix is assumed to be sparse and to have +* very few non-zero elements, for this reason it's stored in indexed +* format. To multiply column vectors efficiently, the matrix stores +* the elements in indexed-column order, there is a list of indexed +* elements for each row of the matrix. As with the FullVector the +* dimension of the matrix is constant. +**/ +class Matrix +{ +public: + // An element of the sparse array. + struct Coefficient + { + uint32_t x; // column + float v; // value + }; + + Matrix(uint32_t d) : m_width(d) { m_array.resize(d); } + Matrix(uint32_t w, uint32_t h) : m_width(w) { m_array.resize(h); } + Matrix(const Matrix &m) : m_width(m.m_width) { m_array = m.m_array; } + + const Matrix &operator=(const Matrix &m) + { + XA_ASSERT(width() == m.width()); + XA_ASSERT(height() == m.height()); + m_array = m.m_array; + return *this; + } + + uint32_t width() const { return m_width; } + uint32_t height() const { return m_array.size(); } + bool isSquare() const { return width() == height(); } + + // x is column, y is row + float getCoefficient(uint32_t x, uint32_t y) const + { + XA_DEBUG_ASSERT( x < width() ); + XA_DEBUG_ASSERT( y < height() ); + const uint32_t count = m_array[y].size(); + for (uint32_t i = 0; i < count; i++) { + if (m_array[y][i].x == x) return m_array[y][i].v; + } + return 0.0f; + } + + void setCoefficient(uint32_t x, uint32_t y, float f) + { + XA_DEBUG_ASSERT( x < width() ); + XA_DEBUG_ASSERT( y < height() ); + const uint32_t count = m_array[y].size(); + for (uint32_t i = 0; i < count; i++) { + if (m_array[y][i].x == x) { + m_array[y][i].v = f; + return; + } + } + if (f != 0.0f) { + Coefficient c = { x, f }; + m_array[y].push_back( c ); + } + } + + float dotRow(uint32_t y, const FullVector &v) const + { + XA_DEBUG_ASSERT( y < height() ); + const uint32_t count = m_array[y].size(); + float sum = 0; + for (uint32_t i = 0; i < count; i++) { + sum += m_array[y][i].v * v[m_array[y][i].x]; + } + return sum; + } + + void madRow(uint32_t y, float alpha, FullVector &v) const + { + XA_DEBUG_ASSERT(y < height()); + const uint32_t count = m_array[y].size(); + for (uint32_t i = 0; i < count; i++) { + v[m_array[y][i].x] += alpha * m_array[y][i].v; + } + } + + void clearRow(uint32_t y) + { + XA_DEBUG_ASSERT( y < height() ); + m_array[y].clear(); + } + + const Array &getRow(uint32_t y) const { return m_array[y]; } + +private: + /// Number of columns. + const uint32_t m_width; + + /// Array of matrix elements. + Array< Array > m_array; +}; + +// y = a * x + y +static void saxpy(float a, const FullVector &x, FullVector &y) +{ + XA_DEBUG_ASSERT(x.dimension() == y.dimension()); + const uint32_t dim = x.dimension(); + for (uint32_t i = 0; i < dim; i++) { + y[i] += a * x[i]; + } +} + +static void copy(const FullVector &x, FullVector &y) +{ + XA_DEBUG_ASSERT(x.dimension() == y.dimension()); + const uint32_t dim = x.dimension(); + for (uint32_t i = 0; i < dim; i++) { + y[i] = x[i]; + } +} + +static void scal(float a, FullVector &x) +{ + const uint32_t dim = x.dimension(); + for (uint32_t i = 0; i < dim; i++) { + x[i] *= a; + } +} + +static float dot(const FullVector &x, const FullVector &y) +{ + XA_DEBUG_ASSERT(x.dimension() == y.dimension()); + const uint32_t dim = x.dimension(); + float sum = 0; + for (uint32_t i = 0; i < dim; i++) { + sum += x[i] * y[i]; + } + return sum; +} + +// y = M * x +static void mult(const Matrix &M, const FullVector &x, FullVector &y) +{ + uint32_t w = M.width(); + uint32_t h = M.height(); + XA_DEBUG_ASSERT( w == x.dimension() ); + XA_UNUSED(w); + XA_DEBUG_ASSERT( h == y.dimension() ); + for (uint32_t i = 0; i < h; i++) + y[i] = M.dotRow(i, x); +} + +// y = alpha*A*x + beta*y +static void sgemv(float alpha, const Matrix &A, const FullVector &x, float beta, FullVector &y) +{ + const uint32_t w = A.width(); + const uint32_t h = A.height(); + XA_DEBUG_ASSERT( w == x.dimension() ); + XA_DEBUG_ASSERT( h == y.dimension() ); + XA_UNUSED(w); + XA_UNUSED(h); + for (uint32_t i = 0; i < h; i++) + y[i] = alpha * A.dotRow(i, x) + beta * y[i]; +} + +// dot y-row of A by x-column of B +static float dotRowColumn(int y, const Matrix &A, int x, const Matrix &B) +{ + const Array &row = A.getRow(y); + const uint32_t count = row.size(); + float sum = 0.0f; + for (uint32_t i = 0; i < count; i++) { + const Matrix::Coefficient &c = row[i]; + sum += c.v * B.getCoefficient(x, c.x); + } + return sum; +} + +static void transpose(const Matrix &A, Matrix &B) +{ + XA_DEBUG_ASSERT(A.width() == B.height()); + XA_DEBUG_ASSERT(B.width() == A.height()); + const uint32_t w = A.width(); + for (uint32_t x = 0; x < w; x++) { + B.clearRow(x); + } + const uint32_t h = A.height(); + for (uint32_t y = 0; y < h; y++) { + const Array &row = A.getRow(y); + const uint32_t count = row.size(); + for (uint32_t i = 0; i < count; i++) { + const Matrix::Coefficient &c = row[i]; + XA_DEBUG_ASSERT(c.x < w); + B.setCoefficient(y, c.x, c.v); + } + } +} + +static void sgemm(float alpha, const Matrix &A, const Matrix &B, float beta, Matrix &C) +{ + const uint32_t w = C.width(); + const uint32_t h = C.height(); +#ifdef _DEBUG + const uint32_t aw = A.width(); + const uint32_t ah = A.height(); + const uint32_t bw = B.width(); + const uint32_t bh = B.height(); + XA_DEBUG_ASSERT(aw == bh); + XA_DEBUG_ASSERT(bw == ah); + XA_DEBUG_ASSERT(w == bw); + XA_DEBUG_ASSERT(h == ah); +#endif + for (uint32_t y = 0; y < h; y++) { + for (uint32_t x = 0; x < w; x++) { + float c = beta * C.getCoefficient(x, y); + // dot y-row of A by x-column of B. + c += alpha * dotRowColumn(y, A, x, B); + C.setCoefficient(x, y, c); + } + } +} + +// C = A * B +static void mult(const Matrix &A, const Matrix &B, Matrix &C) +{ + sgemm(1.0f, A, B, 0.0f, C); +} + +} // namespace sparse + +class JacobiPreconditioner +{ +public: + JacobiPreconditioner(const sparse::Matrix &M, bool symmetric) : m_inverseDiagonal(M.width()) + { + XA_ASSERT(M.isSquare()); + for (uint32_t x = 0; x < M.width(); x++) { + float elem = M.getCoefficient(x, x); + //XA_DEBUG_ASSERT( elem != 0.0f ); // This can be zero in the presence of zero area triangles. + if (symmetric) { + m_inverseDiagonal[x] = (elem != 0) ? 1.0f / sqrtf(fabsf(elem)) : 1.0f; + } else { + m_inverseDiagonal[x] = (elem != 0) ? 1.0f / elem : 1.0f; + } + } + } + + void apply(const FullVector &x, FullVector &y) const + { + XA_DEBUG_ASSERT(x.dimension() == m_inverseDiagonal.dimension()); + XA_DEBUG_ASSERT(y.dimension() == m_inverseDiagonal.dimension()); + // @@ Wrap vector component-wise product into a separate function. + const uint32_t D = x.dimension(); + for (uint32_t i = 0; i < D; i++) { + y[i] = m_inverseDiagonal[i] * x[i]; + } + } + +private: + FullVector m_inverseDiagonal; +}; + +// Linear solvers. +class Solver +{ +public: + // Solve the symmetric system: At·A·x = At·b + static bool LeastSquaresSolver(const sparse::Matrix &A, const FullVector &b, FullVector &x, float epsilon = 1e-5f) + { + XA_DEBUG_ASSERT(A.width() == x.dimension()); + XA_DEBUG_ASSERT(A.height() == b.dimension()); + XA_DEBUG_ASSERT(A.height() >= A.width()); // @@ If height == width we could solve it directly... + const uint32_t D = A.width(); + sparse::Matrix At(A.height(), A.width()); + sparse::transpose(A, At); + FullVector Atb(D); + sparse::mult(At, b, Atb); + sparse::Matrix AtA(D); + sparse::mult(At, A, AtA); + return SymmetricSolver(AtA, Atb, x, epsilon); + } + + // See section 10.4.3 in: Mesh Parameterization: Theory and Practice, Siggraph Course Notes, August 2007 + static bool LeastSquaresSolver(const sparse::Matrix &A, const FullVector &b, FullVector &x, const uint32_t *lockedParameters, uint32_t lockedCount, float epsilon = 1e-5f) + { + XA_DEBUG_ASSERT(A.width() == x.dimension()); + XA_DEBUG_ASSERT(A.height() == b.dimension()); + XA_DEBUG_ASSERT(A.height() >= A.width() - lockedCount); + // @@ This is not the most efficient way of building a system with reduced degrees of freedom. It would be faster to do it on the fly. + const uint32_t D = A.width() - lockedCount; + XA_DEBUG_ASSERT(D > 0); + // Compute: b - Al * xl + FullVector b_Alxl(b); + for (uint32_t y = 0; y < A.height(); y++) { + const uint32_t count = A.getRow(y).size(); + for (uint32_t e = 0; e < count; e++) { + uint32_t column = A.getRow(y)[e].x; + bool isFree = true; + for (uint32_t i = 0; i < lockedCount; i++) { + isFree &= (lockedParameters[i] != column); + } + if (!isFree) { + b_Alxl[y] -= x[column] * A.getRow(y)[e].v; + } + } + } + // Remove locked columns from A. + sparse::Matrix Af(D, A.height()); + for (uint32_t y = 0; y < A.height(); y++) { + const uint32_t count = A.getRow(y).size(); + for (uint32_t e = 0; e < count; e++) { + uint32_t column = A.getRow(y)[e].x; + uint32_t ix = column; + bool isFree = true; + for (uint32_t i = 0; i < lockedCount; i++) { + isFree &= (lockedParameters[i] != column); + if (column > lockedParameters[i]) ix--; // shift columns + } + if (isFree) { + Af.setCoefficient(ix, y, A.getRow(y)[e].v); + } + } + } + // Remove elements from x + FullVector xf(D); + for (uint32_t i = 0, j = 0; i < A.width(); i++) { + bool isFree = true; + for (uint32_t l = 0; l < lockedCount; l++) { + isFree &= (lockedParameters[l] != i); + } + if (isFree) { + xf[j++] = x[i]; + } + } + // Solve reduced system. + bool result = LeastSquaresSolver(Af, b_Alxl, xf, epsilon); + // Copy results back to x. + for (uint32_t i = 0, j = 0; i < A.width(); i++) { + bool isFree = true; + for (uint32_t l = 0; l < lockedCount; l++) { + isFree &= (lockedParameters[l] != i); + } + if (isFree) { + x[i] = xf[j++]; + } + } + return result; + } + +private: + /** + * Compute the solution of the sparse linear system Ab=x using the Conjugate + * Gradient method. + * + * Solving sparse linear systems: + * (1) A·x = b + * + * The conjugate gradient algorithm solves (1) only in the case that A is + * symmetric and positive definite. It is based on the idea of minimizing the + * function + * + * (2) f(x) = 1/2·x·A·x - b·x + * + * This function is minimized when its gradient + * + * (3) df = A·x - b + * + * is zero, which is equivalent to (1). The minimization is carried out by + * generating a succession of search directions p.k and improved minimizers x.k. + * At each stage a quantity alfa.k is found that minimizes f(x.k + alfa.k·p.k), + * and x.k+1 is set equal to the new point x.k + alfa.k·p.k. The p.k and x.k are + * built up in such a way that x.k+1 is also the minimizer of f over the whole + * vector space of directions already taken, {p.1, p.2, . . . , p.k}. After N + * iterations you arrive at the minimizer over the entire vector space, i.e., the + * solution to (1). + * + * For a really good explanation of the method see: + * + * "An Introduction to the Conjugate Gradient Method Without the Agonizing Pain", + * Jonhathan Richard Shewchuk. + * + **/ + // Conjugate gradient with preconditioner. + static bool ConjugateGradientSolver(const JacobiPreconditioner &preconditioner, const sparse::Matrix &A, const FullVector &b, FullVector &x, float epsilon) + { + XA_DEBUG_ASSERT( A.isSquare() ); + XA_DEBUG_ASSERT( A.width() == b.dimension() ); + XA_DEBUG_ASSERT( A.width() == x.dimension() ); + int i = 0; + const int D = A.width(); + const int i_max = 4 * D; // Convergence should be linear, but in some cases, it's not. + FullVector r(D); // residual + FullVector p(D); // search direction + FullVector q(D); // + FullVector s(D); // preconditioned + float delta_0; + float delta_old; + float delta_new; + float alpha; + float beta; + // r = b - A·x + sparse::copy(b, r); + sparse::sgemv(-1, A, x, 1, r); + // p = M^-1 · r + preconditioner.apply(r, p); + delta_new = sparse::dot(r, p); + delta_0 = delta_new; + while (i < i_max && delta_new > epsilon * epsilon * delta_0) { + i++; + // q = A·p + sparse::mult(A, p, q); + // alpha = delta_new / p·q + alpha = delta_new / sparse::dot(p, q); + // x = alfa·p + x + sparse::saxpy(alpha, p, x); + if ((i & 31) == 0) { // recompute r after 32 steps + // r = b - A·x + sparse::copy(b, r); + sparse::sgemv(-1, A, x, 1, r); + } else { + // r = r - alfa·q + sparse::saxpy(-alpha, q, r); + } + // s = M^-1 · r + preconditioner.apply(r, s); + delta_old = delta_new; + delta_new = sparse::dot( r, s ); + beta = delta_new / delta_old; + // p = s + beta·p + sparse::scal(beta, p); + sparse::saxpy(1, s, p); + } + return delta_new <= epsilon * epsilon * delta_0; + } + + static bool SymmetricSolver(const sparse::Matrix &A, const FullVector &b, FullVector &x, float epsilon = 1e-5f) + { + XA_DEBUG_ASSERT(A.height() == A.width()); + XA_DEBUG_ASSERT(A.height() == b.dimension()); + XA_DEBUG_ASSERT(b.dimension() == x.dimension()); + JacobiPreconditioner jacobi(A, true); + return ConjugateGradientSolver(jacobi, A, b, x, epsilon); + } +}; + +namespace param { + +// Fast sweep in 3 directions +static bool findApproximateDiameterVertices(Mesh *mesh, uint32_t *a, uint32_t *b) +{ + XA_DEBUG_ASSERT(a != NULL); + XA_DEBUG_ASSERT(b != NULL); + const uint32_t vertexCount = mesh->vertexCount(); + uint32_t minVertex[3]; + uint32_t maxVertex[3]; + minVertex[0] = minVertex[1] = minVertex[2] = UINT32_MAX; + maxVertex[0] = maxVertex[1] = maxVertex[2] = UINT32_MAX; + for (uint32_t v = 1; v < vertexCount; v++) { + if (mesh->isBoundaryVertex(v)) { + minVertex[0] = minVertex[1] = minVertex[2] = v; + maxVertex[0] = maxVertex[1] = maxVertex[2] = v; + break; + } + } + if (minVertex[0] == UINT32_MAX) { + // Input mesh has not boundaries. + return false; + } + for (uint32_t v = 1; v < vertexCount; v++) { + if (!mesh->isBoundaryVertex(v)) { + // Skip interior vertices. + continue; + } + const Vector3 &pos = mesh->position(v); + if (pos.x < mesh->position(minVertex[0]).x) + minVertex[0] = v; + else if (pos.x > mesh->position(maxVertex[0]).x) + maxVertex[0] = v; + if (pos.y < mesh->position(minVertex[1]).y) + minVertex[1] = v; + else if (pos.y > mesh->position(maxVertex[1]).y) + maxVertex[1] = v; + if (pos.z < mesh->position(minVertex[2]).z) + minVertex[2] = v; + else if (pos.z > mesh->position(maxVertex[2]).z) + maxVertex[2] = v; + } + float lengths[3]; + for (int i = 0; i < 3; i++) { + lengths[i] = length(mesh->position(minVertex[i]) - mesh->position(maxVertex[i])); + } + if (lengths[0] > lengths[1] && lengths[0] > lengths[2]) { + *a = minVertex[0]; + *b = maxVertex[0]; + } else if (lengths[1] > lengths[2]) { + *a = minVertex[1]; + *b = maxVertex[1]; + } else { + *a = minVertex[2]; + *b = maxVertex[2]; + } + return true; +} + +// Conformal relations from Brecht Van Lommel (based on ABF): + +static float vec_angle_cos(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3) +{ + Vector3 d1 = v1 - v2; + Vector3 d2 = v3 - v2; + return clamp(dot(d1, d2) / (length(d1) * length(d2)), -1.0f, 1.0f); +} + +static float vec_angle(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3) +{ + float dot = vec_angle_cos(v1, v2, v3); + return acosf(dot); +} + +static void triangle_angles(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, float *a1, float *a2, float *a3) +{ + *a1 = vec_angle(v3, v1, v2); + *a2 = vec_angle(v1, v2, v3); + *a3 = float(M_PI - *a2 - *a1); +} + +static void setup_abf_relations(sparse::Matrix &A, int row, int id0, int id1, int id2, const Vector3 &p0, const Vector3 &p1, const Vector3 &p2) +{ + // @@ IC: Wouldn't it be more accurate to return cos and compute 1-cos^2? + // It does indeed seem to be a little bit more robust. + // @@ Need to revisit this more carefully! + float a0, a1, a2; + triangle_angles(p0, p1, p2, &a0, &a1, &a2); + float s0 = sinf(a0); + float s1 = sinf(a1); + float s2 = sinf(a2); + if (s1 > s0 && s1 > s2) { + swap(s1, s2); + swap(s0, s1); + swap(a1, a2); + swap(a0, a1); + swap(id1, id2); + swap(id0, id1); + } else if (s0 > s1 && s0 > s2) { + swap(s0, s2); + swap(s0, s1); + swap(a0, a2); + swap(a0, a1); + swap(id0, id2); + swap(id0, id1); + } + float c0 = cosf(a0); + float ratio = (s2 == 0.0f) ? 1.0f : s1 / s2; + float cosine = c0 * ratio; + float sine = s0 * ratio; + // Note : 2*id + 0 --> u + // 2*id + 1 --> v + int u0_id = 2 * id0 + 0; + int v0_id = 2 * id0 + 1; + int u1_id = 2 * id1 + 0; + int v1_id = 2 * id1 + 1; + int u2_id = 2 * id2 + 0; + int v2_id = 2 * id2 + 1; + // Real part + A.setCoefficient(u0_id, 2 * row + 0, cosine - 1.0f); + A.setCoefficient(v0_id, 2 * row + 0, -sine); + A.setCoefficient(u1_id, 2 * row + 0, -cosine); + A.setCoefficient(v1_id, 2 * row + 0, sine); + A.setCoefficient(u2_id, 2 * row + 0, 1); + // Imaginary part + A.setCoefficient(u0_id, 2 * row + 1, sine); + A.setCoefficient(v0_id, 2 * row + 1, cosine - 1.0f); + A.setCoefficient(u1_id, 2 * row + 1, -sine); + A.setCoefficient(v1_id, 2 * row + 1, -cosine); + A.setCoefficient(v2_id, 2 * row + 1, 1); +} + +static bool computeLeastSquaresConformalMap(Mesh *mesh) +{ + // For this to work properly, mesh should not have colocals that have the same + // attributes, unless you want the vertices to actually have different texcoords. + const uint32_t vertexCount = mesh->vertexCount(); + const uint32_t D = 2 * vertexCount; + const uint32_t N = 2 * mesh->countTriangles(); + // N is the number of equations (one per triangle) + // D is the number of variables (one per vertex; there are 2 pinned vertices). + if (N < D - 4) { + return false; + } + sparse::Matrix A(D, N); + FullVector b(N); + FullVector x(D); + // Fill b: + b.fill(0.0f); + // Fill x: + uint32_t v0, v1; + if (!findApproximateDiameterVertices(mesh, &v0, &v1)) { + // Mesh has no boundaries. + return false; + } + if (mesh->texcoord(v0) == mesh->texcoord(v1)) { + // LSCM expects an existing parameterization. + return false; + } + for (uint32_t v = 0; v < vertexCount; v++) { + // Initial solution. + x[2 * v + 0] = mesh->texcoord(v).x; + x[2 * v + 1] = mesh->texcoord(v).y; + } + // Fill A: + const uint32_t faceCount = mesh->faceCount(); + for (uint32_t f = 0, t = 0; f < faceCount; f++) { + XA_DEBUG_ASSERT(mesh->faceAt(f)->nIndices == 3); + uint32_t vertex0 = UINT32_MAX; + for (Mesh::FaceEdgeIterator it(mesh, f); !it.isDone(); it.advance()) { + if (vertex0 == UINT32_MAX) { + vertex0 = it.vertex0(); + } else if (it.vertex1() != vertex0) { + setup_abf_relations(A, t, vertex0, it.vertex0(), it.vertex1(), mesh->position(vertex0), it.position0(), it.position1()); + t++; + } + } + } + const uint32_t lockedParameters[] = { + 2 * v0 + 0, + 2 * v0 + 1, + 2 * v1 + 0, + 2 * v1 + 1 + }; + // Solve + Solver::LeastSquaresSolver(A, b, x, lockedParameters, 4, 0.000001f); + // Map x back to texcoords: + for (uint32_t v = 0; v < vertexCount; v++) + mesh->texcoord(v) = Vector2(x[2 * v + 0], x[2 * v + 1]); + return true; +} + +static bool computeOrthogonalProjectionMap(Mesh *mesh) +{ + uint32_t vertexCount = mesh->vertexCount(); + // Avoid redundant computations. + float matrix[6]; + Fit::computeCovariance(vertexCount, &mesh->position(0), matrix); + if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0) + return false; + float eigenValues[3]; + Vector3 eigenVectors[3]; + if (!Fit::eigenSolveSymmetric3(matrix, eigenValues, eigenVectors)) + return false; + Vector3 axis[2]; + axis[0] = normalize(eigenVectors[0]); + axis[1] = normalize(eigenVectors[1]); + // Project vertices to plane. + for (uint32_t i = 0; i < vertexCount; i++) + mesh->texcoord(i) = Vector2(dot(axis[0], mesh->position(i)), dot(axis[1], mesh->position(i))); + return true; +} + +static void computeSingleFaceMap(Mesh *mesh) +{ + XA_DEBUG_ASSERT(mesh != NULL); + XA_DEBUG_ASSERT(mesh->faceCount() == 1); + Face *face = mesh->faceAt(0); + XA_ASSERT(face != NULL); + const Vector3 &p0 = mesh->position(mesh->vertexAt(face->firstIndex + 0)); + const Vector3 &p1 = mesh->position(mesh->vertexAt(face->firstIndex + 1)); + Vector3 X = normalizeSafe(p1 - p0, Vector3(0.0f), 0.0f); + Vector3 Z = mesh->calculateFaceNormal(0); + Vector3 Y = normalizeSafe(cross(Z, X), Vector3(0.0f), 0.0f); + uint32_t i = 0; + for (Mesh::FaceEdgeIterator it(mesh, 0); !it.isDone(); it.advance(), i++) { + if (i == 0) { + mesh->texcoord(it.vertex0()) = Vector2(0); + } else { + Vector3 pn = it.position0(); + const float xn = dot((pn - p0), X); + const float yn = dot((pn - p0), Y); + mesh->texcoord(it.vertex0()) = Vector2(xn, yn); + } + } +} + +// Dummy implementation of a priority queue using sort at insertion. +// - Insertion is o(n) +// - Smallest element goes at the end, so that popping it is o(1). +// - Resorting is n*log(n) +// @@ Number of elements in the queue is usually small, and we'd have to rebalance often. I'm not sure it's worth implementing a heap. +// @@ Searcing at removal would remove the need for sorting when priorities change. +struct PriorityQueue +{ + PriorityQueue(uint32_t size = UINT32_MAX) : maxSize(size) {} + + void push(float priority, uint32_t face) + { + uint32_t i = 0; + const uint32_t count = pairs.size(); + for (; i < count; i++) { + if (pairs[i].priority > priority) break; + } + Pair p = { priority, face }; + pairs.insertAt(i, p); + if (pairs.size() > maxSize) + pairs.removeAt(0); + } + + // push face out of order, to be sorted later. + void push(uint32_t face) + { + Pair p = { 0.0f, face }; + pairs.push_back(p); + } + + uint32_t pop() + { + uint32_t f = pairs.back().face; + pairs.pop_back(); + return f; + } + + void sort() + { + //sort(pairs); // @@ My intro sort appears to be much slower than it should! + std::sort(pairs.begin(), pairs.end()); + } + + void clear() + { + pairs.clear(); + } + + uint32_t count() const + { + return pairs.size(); + } + + float firstPriority() const + { + return pairs.back().priority; + } + + const uint32_t maxSize; + + struct Pair + { + bool operator<(const Pair &p) const + { + return priority > p.priority; // !! Sort in inverse priority order! + } + + float priority; + uint32_t face; + }; + + Array pairs; +}; + +struct ChartBuildData +{ + ChartBuildData(int id) : id(id) + { + planeNormal = Vector3(0); + centroid = Vector3(0); + coneAxis = Vector3(0); + coneAngle = 0; + area = 0; + boundaryLength = 0; + normalSum = Vector3(0); + centroidSum = Vector3(0); + } + + int id; + + // Proxy info: + Vector3 planeNormal; + Vector3 centroid; + Vector3 coneAxis; + float coneAngle; + + float area; + float boundaryLength; + Vector3 normalSum; + Vector3 centroidSum; + + Array seeds; + Array faces; + PriorityQueue candidates; +}; + +struct AtlasBuilder +{ + // @@ Hardcoded to 10? + AtlasBuilder(const Mesh *rm, const ChartOptions &options) : m_mesh(rm), m_facesLeft(rm->faceCount()), m_bestTriangles(10), m_options(options) + { + const uint32_t faceCount = m_mesh->faceCount(); + m_faceChartArray.resize(faceCount, -1); + m_faceCandidateArray.resize(faceCount, (uint32_t)-1); + // @@ Floyd for the whole mesh is too slow. We could compute floyd progressively per patch as the patch grows. We need a better solution to compute most central faces. + //computeShortestPaths(); + // Precompute edge lengths and face areas. + const uint32_t edgeCount = m_mesh->edgeCount(); + m_edgeLengths.resize(edgeCount, 0.0f); + m_faceAreas.resize(m_mesh->faceCount(), 0.0f); + for (uint32_t f = 0; f < m_mesh->faceCount(); f++) { + if ((m_mesh->faceFlagsAt(f) & FaceFlags::Ignore) != 0) + continue; + float &faceArea = m_faceAreas[f]; + Vector3 firstPos(0.0f); + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + m_edgeLengths[it.edge()] = internal::length(it.position1() - it.position0()); + XA_DEBUG_ASSERT(m_edgeLengths[it.edge()] > 0.0f); + if (it.relativeEdge() == 0) + firstPos = it.position0(); + else + faceArea += length(cross(it.position0() - firstPos, it.position1() - firstPos)); + } + faceArea *= 0.5f; + XA_DEBUG_ASSERT(faceArea > 0.0f); + } + } + + ~AtlasBuilder() + { + const uint32_t chartCount = m_chartArray.size(); + for (uint32_t i = 0; i < chartCount; i++) { + m_chartArray[i]->~ChartBuildData(); + XA_FREE(m_chartArray[i]); + } + } + + void placeSeeds(float threshold, uint32_t maxSeedCount) + { + // Instead of using a predefiened number of seeds: + // - Add seeds one by one, growing chart until a certain treshold. + // - Undo charts and restart growing process. + // @@ How can we give preference to faces far from sharp features as in the LSCM paper? + // - those points can be found using a simple flood filling algorithm. + // - how do we weight the probabilities? + for (uint32_t i = 0; i < maxSeedCount; i++) { + if (m_facesLeft == 0) { + // No faces left, stop creating seeds. + break; + } + createRandomChart(threshold); + } + } + + void createRandomChart(float threshold) + { + const uint32_t randomFaceIdx = m_rand.getRange(m_facesLeft - 1); + ChartBuildData *chart = XA_NEW(ChartBuildData, m_chartArray.size()); + m_chartArray.push_back(chart); + // Pick random face that is not used by any chart yet. + uint32_t i = 0; + for (uint32_t f = 0; f != randomFaceIdx; f++, i++) { + while (m_faceChartArray[i] != -1) i++; + } + while (m_faceChartArray[i] != -1) i++; + chart->seeds.push_back(i); + addFaceToChart(chart, i, true); + // Grow the chart as much as possible within the given threshold. + growChart(chart, threshold * 0.5f, m_facesLeft); + //growCharts(threshold - threshold * 0.75f / chartCount(), facesLeft); + } + + void addFaceToChart(ChartBuildData *chart, uint32_t f, bool recomputeProxy = false) + { + // Add face to chart. + chart->faces.push_back(f); + XA_DEBUG_ASSERT(m_faceChartArray[f] == -1); + m_faceChartArray[f] = chart->id; + m_facesLeft--; + // Update area and boundary length. + chart->area = evaluateChartArea(chart, f); + chart->boundaryLength = evaluateBoundaryLength(chart, f); + chart->normalSum = evaluateChartNormalSum(chart, f); + chart->centroidSum = evaluateChartCentroidSum(chart, f); + if (recomputeProxy) { + // Update proxy and candidate's priorities. + updateProxy(chart); + } + // Update candidates. + removeCandidate(f); + updateCandidates(chart, f); + updatePriorities(chart); + } + + // Returns true if any of the charts can grow more. + bool growCharts(float threshold, uint32_t faceCount) + { + // Using one global list. + faceCount = min(faceCount, m_facesLeft); + for (uint32_t i = 0; i < faceCount; i++) { + const Candidate &candidate = getBestCandidate(); + if (candidate.metric > threshold) { + return false; // Can't grow more. + } + addFaceToChart(candidate.chart, candidate.face); + } + return m_facesLeft != 0; // Can continue growing. + } + + bool growChart(ChartBuildData *chart, float threshold, uint32_t faceCount) + { + // Try to add faceCount faces within threshold to chart. + for (uint32_t i = 0; i < faceCount; ) { + if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold) + return false; + const uint32_t f = chart->candidates.pop(); + if (m_faceChartArray[f] == -1) { + addFaceToChart(chart, f); + i++; + } + } + if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold) + return false; + return true; + } + + void resetCharts() + { + const uint32_t faceCount = m_mesh->faceCount(); + for (uint32_t i = 0; i < faceCount; i++) { + m_faceChartArray[i] = -1; + m_faceCandidateArray[i] = (uint32_t)-1; + } + m_facesLeft = faceCount; + m_candidateArray.clear(); + const uint32_t chartCount = m_chartArray.size(); + for (uint32_t i = 0; i < chartCount; i++) { + ChartBuildData *chart = m_chartArray[i]; + const uint32_t seed = chart->seeds.back(); + chart->area = 0.0f; + chart->boundaryLength = 0.0f; + chart->normalSum = Vector3(0); + chart->centroidSum = Vector3(0); + chart->faces.clear(); + chart->candidates.clear(); + addFaceToChart(chart, seed); + } + } + + void updateCandidates(ChartBuildData *chart, uint32_t f) + { + // Traverse neighboring faces, add the ones that do not belong to any chart yet. + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + if (it.oppositeEdge() == UINT32_MAX) + continue; + const Edge *oppositeEdge = m_mesh->edgeAt(it.oppositeEdge()); + if (m_faceChartArray[oppositeEdge->face] == -1) { + XA_DEBUG_ASSERT(m_mesh->faceGroupAt(f) == m_mesh->faceGroupAt(oppositeEdge->face)); + chart->candidates.push(oppositeEdge->face); + } + } + } + + void updateProxies() + { + const uint32_t chartCount = m_chartArray.size(); + for (uint32_t i = 0; i < chartCount; i++) + updateProxy(m_chartArray[i]); + } + + void updateProxy(ChartBuildData *chart) const + { + //#pragma message(NV_FILE_LINE "TODO: Use best fit plane instead of average normal.") + chart->planeNormal = normalizeSafe(chart->normalSum, Vector3(0), 0.0f); + chart->centroid = chart->centroidSum / float(chart->faces.size()); + } + + bool relocateSeeds() + { + bool anySeedChanged = false; + const uint32_t chartCount = m_chartArray.size(); + for (uint32_t i = 0; i < chartCount; i++) { + if (relocateSeed(m_chartArray[i])) { + anySeedChanged = true; + } + } + return anySeedChanged; + } + + bool relocateSeed(ChartBuildData *chart) + { + Vector3 centroid = computeChartCentroid(chart); + // Find the first N triangles that fit the proxy best. + m_bestTriangles.clear(); + const uint32_t faceCount = chart->faces.size(); + for (uint32_t i = 0; i < faceCount; i++) { + float priority = evaluateProxyFitMetric(chart, chart->faces[i]); + m_bestTriangles.push(priority, chart->faces[i]); + } + // Of those, choose the most central triangle. + uint32_t mostCentral = 0; + float maxDistance = -1; + const uint32_t bestCount = m_bestTriangles.count(); + for (uint32_t i = 0; i < bestCount; i++) { + Vector3 faceCentroid = m_mesh->triangleCenter(m_bestTriangles.pairs[i].face); + float distance = length(centroid - faceCentroid); + if (distance > maxDistance) { + maxDistance = distance; + mostCentral = m_bestTriangles.pairs[i].face; + } + } + XA_DEBUG_ASSERT(maxDistance >= 0); + // In order to prevent k-means cyles we record all the previously chosen seeds. + for (uint32_t i = 0; i < chart->seeds.size(); i++) { + if (chart->seeds[i] == mostCentral) { + // Move new seed to the end of the seed array. + uint32_t last = chart->seeds.size() - 1; + swap(chart->seeds[i], chart->seeds[last]); + return false; + } + } + // Append new seed. + chart->seeds.push_back(mostCentral); + return true; + } + + void updatePriorities(ChartBuildData *chart) + { + // Re-evaluate candidate priorities. + uint32_t candidateCount = chart->candidates.count(); + for (uint32_t i = 0; i < candidateCount; i++) { + PriorityQueue::Pair &pair = chart->candidates.pairs[i]; + pair.priority = evaluatePriority(chart, pair.face); + if (m_faceChartArray[pair.face] == -1) + updateCandidate(chart, pair.face, pair.priority); + } + // Sort candidates. + chart->candidates.sort(); + } + + // Evaluate combined metric. + float evaluatePriority(ChartBuildData *chart, uint32_t face) const + { + // Estimate boundary length and area: + const float newChartArea = evaluateChartArea(chart, face); + const float newBoundaryLength = evaluateBoundaryLength(chart, face); + // Enforce limits strictly: + if (m_options.maxChartArea > 0.0f && newChartArea > m_options.maxChartArea) + return FLT_MAX; + if (m_options.maxBoundaryLength > 0.0f && newBoundaryLength > m_options.maxBoundaryLength) + return FLT_MAX; + // Penalize faces that cross seams, reward faces that close seams or reach boundaries. + // Make sure normal seams are fully respected: + const float N = evaluateNormalSeamMetric(chart, face); + if (m_options.normalSeamMetricWeight >= 1000.0f && N > 0.0f) + return FLT_MAX; + float cost = m_options.normalSeamMetricWeight * N; + if (m_options.proxyFitMetricWeight > 0.0f) + cost += m_options.proxyFitMetricWeight * evaluateProxyFitMetric(chart, face); + if (m_options.roundnessMetricWeight > 0.0f) + cost += m_options.roundnessMetricWeight * evaluateRoundnessMetric(chart, face, newBoundaryLength, newChartArea); + if (m_options.straightnessMetricWeight > 0.0f) + cost += m_options.straightnessMetricWeight * evaluateStraightnessMetric(chart, face); + if (m_options.textureSeamMetricWeight > 0.0f) + cost += m_options.textureSeamMetricWeight * evaluateTextureSeamMetric(chart, face); + //float R = evaluateCompletenessMetric(chart, face); + //float D = evaluateDihedralAngleMetric(chart, face); + // @@ Add a metric based on local dihedral angle. + // @@ Tweaking the normal and texture seam metrics. + // - Cause more impedance. Never cross 90 degree edges. + XA_DEBUG_ASSERT(isFinite(cost)); + return cost; + } + + // Returns a value in [0-1]. + float evaluateProxyFitMetric(ChartBuildData *chart, uint32_t f) const + { + const Vector3 faceNormal = m_mesh->triangleNormal(f); + // Use plane fitting metric for now: + return 1 - dot(faceNormal, chart->planeNormal); // @@ normal deviations should be weighted by face area + } + + float evaluateRoundnessMetric(ChartBuildData *chart, uint32_t /*face*/, float newBoundaryLength, float newChartArea) const + { + float roundness = square(chart->boundaryLength) / chart->area; + float newRoundness = square(newBoundaryLength) / newChartArea; + if (newRoundness > roundness) { + return square(newBoundaryLength) / float(newChartArea * 4 * M_PI); + } else { + // Offer no impedance to faces that improve roundness. + return 0; + } + } + + float evaluateStraightnessMetric(ChartBuildData *chart, uint32_t f) const + { + float l_out = 0.0f; + float l_in = 0.0f; + if (m_mesh->faceFlagsAt(f) & FaceFlags::Ignore) + return 1.0f; + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + float l = m_edgeLengths[it.edge()]; + if (it.isBoundary()) { + l_out += l; + } else { + if (m_faceChartArray[it.oppositeFace()] != chart->id) { + l_out += l; + } else { + l_in += l; + } + } + } + XA_DEBUG_ASSERT(l_in != 0.0f); // Candidate face must be adjacent to chart. @@ This is not true if the input mesh has zero-length edges. + float ratio = (l_out - l_in) / (l_out + l_in); + return min(ratio, 0.0f); // Only use the straightness metric to close gaps. + } + + float evaluateNormalSeamMetric(ChartBuildData *chart, uint32_t f) const + { + float seamFactor = 0.0f; + float totalLength = 0.0f; + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + if (it.isBoundary()) + continue; + if (m_faceChartArray[it.oppositeFace()] != chart->id) + continue; + float l = m_edgeLengths[it.edge()]; + totalLength += l; + if (!it.isSeam()) + continue; + // Make sure it's a normal seam. + if (it.isNormalSeam()) { + const Edge *oedge = m_mesh->edgeAt(it.oppositeEdge()); + float d; + if (m_mesh->flags() & MeshFlags::HasNormals) { + const Vector3 &n0 = m_mesh->normal(it.vertex0()); + const Vector3 &n1 = m_mesh->normal(it.vertex1()); + const Vector3 &on0 = m_mesh->normal(m_mesh->vertexAt(oedge->index0)); + const Vector3 &on1 = m_mesh->normal(m_mesh->vertexAt(oedge->index1)); + const float d0 = clamp(dot(n0, on1), 0.0f, 1.0f); + const float d1 = clamp(dot(n1, on0), 0.0f, 1.0f); + d = (d0 + d1) * 0.5f; + } else { + d = clamp(dot(m_mesh->faceNormalAt(f), m_mesh->faceNormalAt(oedge->face)), 0.0f, 1.0f); + } + l *= 1 - d; + seamFactor += l; + } + } + if (seamFactor <= 0.0f) + return 0.0f; + return seamFactor / totalLength; + } + + float evaluateTextureSeamMetric(ChartBuildData *chart, uint32_t f) const + { + float seamLength = 0.0f; + float totalLength = 0.0f; + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + if (it.isBoundary()) + continue; + if (m_faceChartArray[it.oppositeFace()] != chart->id) + continue; + float l = m_edgeLengths[it.edge()]; + totalLength += l; + if (!it.isSeam()) + continue; + // Make sure it's a texture seam. + if (it.isTextureSeam()) + seamLength += l; + } + if (seamLength == 0.0f) + return 0.0f; // Avoid division by zero. + return seamLength / totalLength; + } + + float evaluateChartArea(ChartBuildData *chart, uint32_t f) const + { + return chart->area + m_faceAreas[f]; + } + + float evaluateBoundaryLength(ChartBuildData *chart, uint32_t f) const + { + float boundaryLength = chart->boundaryLength; + // Add new edges, subtract edges shared with the chart. + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + const float edgeLength = m_edgeLengths[it.edge()]; + if (it.isBoundary()) { + boundaryLength += edgeLength; + } else { + if (m_faceChartArray[it.oppositeFace()] != chart->id) + boundaryLength += edgeLength; + else + boundaryLength -= edgeLength; + } + } + return max(0.0f, boundaryLength); // @@ Hack! + } + + Vector3 evaluateChartNormalSum(ChartBuildData *chart, uint32_t f) const + { + return chart->normalSum + m_mesh->triangleNormalAreaScaled(f); + } + + Vector3 evaluateChartCentroidSum(ChartBuildData *chart, uint32_t f) const + { + return chart->centroidSum + m_mesh->faceCentroid(f); + } + + Vector3 computeChartCentroid(const ChartBuildData *chart) const + { + Vector3 centroid(0); + const uint32_t faceCount = chart->faces.size(); + for (uint32_t i = 0; i < faceCount; i++) + centroid += m_mesh->triangleCenter(chart->faces[i]); + return centroid / float(faceCount); + } + + void fillHoles(float threshold) + { + while (m_facesLeft > 0) + createRandomChart(threshold); + } + + void mergeCharts() + { + Array sharedBoundaryLengths; + const uint32_t chartCount = m_chartArray.size(); + for (int c = chartCount - 1; c >= 0; c--) { + sharedBoundaryLengths.clear(); + sharedBoundaryLengths.resize(chartCount, 0.0f); + ChartBuildData *chart = m_chartArray[c]; + float externalBoundary = 0.0f; + const uint32_t faceCount = chart->faces.size(); + for (uint32_t i = 0; i < faceCount; i++) { + uint32_t f = chart->faces[i]; + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + const float l = m_edgeLengths[it.edge()]; + if (it.isBoundary()) { + externalBoundary += l; + } else { + int neighborChart = m_faceChartArray[it.oppositeFace()]; + if (neighborChart != c) { + if ((it.isSeam() && (it.isNormalSeam() || it.isTextureSeam())) || neighborChart == -2) { + externalBoundary += l; + } else { + sharedBoundaryLengths[neighborChart] += l; + } + } + } + } + } + for (int cc = chartCount - 1; cc >= 0; cc--) { + if (cc == c) + continue; + ChartBuildData *chart2 = m_chartArray[cc]; + if (chart2 == NULL) + continue; + if (sharedBoundaryLengths[cc] > 0.8 * max(0.0f, chart->boundaryLength - externalBoundary)) { + // Try to avoid degenerate configurations. + if (chart2->boundaryLength > sharedBoundaryLengths[cc]) { + if (dot(chart2->planeNormal, chart->planeNormal) > -0.25) { + mergeChart(chart2, chart, sharedBoundaryLengths[cc]); + chart->~ChartBuildData(); + XA_FREE(chart); + m_chartArray[c] = chart = NULL; + break; + } + } + } + if (sharedBoundaryLengths[cc] > 0.20 * max(0.0f, chart->boundaryLength - externalBoundary)) { + // Compare proxies. + if (dot(chart2->planeNormal, chart->planeNormal) > 0) { + mergeChart(chart2, chart, sharedBoundaryLengths[cc]); + chart->~ChartBuildData(); + XA_FREE(chart); + m_chartArray[c] = chart = NULL; + break; + } + } + } + } + // Remove deleted charts. + for (int c = 0; c < int32_t(m_chartArray.size()); /*do not increment if removed*/) { + if (m_chartArray[c] == NULL) { + m_chartArray.removeAt(c); + // Update m_faceChartArray. + const uint32_t faceCount = m_faceChartArray.size(); + for (uint32_t i = 0; i < faceCount; i++) { + XA_DEBUG_ASSERT(m_faceChartArray[i] != -1); + XA_DEBUG_ASSERT(m_faceChartArray[i] != c); + XA_DEBUG_ASSERT(m_faceChartArray[i] <= int32_t(m_chartArray.size())); + if (m_faceChartArray[i] > c) { + m_faceChartArray[i]--; + } + } + } else { + m_chartArray[c]->id = c; + c++; + } + } + } + + // @@ Cleanup. + struct Candidate { + ChartBuildData *chart; + uint32_t face; + float metric; + }; + + // @@ Get N best candidates in one pass. + const Candidate &getBestCandidate() const + { + uint32_t best = 0; + float bestCandidateMetric = FLT_MAX; + const uint32_t candidateCount = m_candidateArray.size(); + XA_ASSERT(candidateCount > 0); + for (uint32_t i = 0; i < candidateCount; i++) { + const Candidate &candidate = m_candidateArray[i]; + if (candidate.metric < bestCandidateMetric) { + bestCandidateMetric = candidate.metric; + best = i; + } + } + return m_candidateArray[best]; + } + + void removeCandidate(uint32_t f) + { + int c = m_faceCandidateArray[f]; + if (c != -1) { + m_faceCandidateArray[f] = (uint32_t)-1; + if (c == int(m_candidateArray.size() - 1)) { + m_candidateArray.pop_back(); + } else { + // Replace with last. + m_candidateArray[c] = m_candidateArray[m_candidateArray.size() - 1]; + m_candidateArray.pop_back(); + m_faceCandidateArray[m_candidateArray[c].face] = c; + } + } + } + + void updateCandidate(ChartBuildData *chart, uint32_t f, float metric) + { + if (m_faceCandidateArray[f] == (uint32_t)-1) { + const uint32_t index = m_candidateArray.size(); + m_faceCandidateArray[f] = index; + m_candidateArray.resize(index + 1); + m_candidateArray[index].face = f; + m_candidateArray[index].chart = chart; + m_candidateArray[index].metric = metric; + } else { + const uint32_t c = m_faceCandidateArray[f]; + XA_DEBUG_ASSERT(c != (uint32_t)-1); + Candidate &candidate = m_candidateArray[c]; + XA_DEBUG_ASSERT(candidate.face == f); + if (metric < candidate.metric || chart == candidate.chart) { + candidate.metric = metric; + candidate.chart = chart; + } + } + } + + void mergeChart(ChartBuildData *owner, ChartBuildData *chart, float sharedBoundaryLength) + { + const uint32_t faceCount = chart->faces.size(); + for (uint32_t i = 0; i < faceCount; i++) { + uint32_t f = chart->faces[i]; + XA_DEBUG_ASSERT(m_faceChartArray[f] == chart->id); + m_faceChartArray[f] = owner->id; + owner->faces.push_back(f); + } + // Update adjacencies? + owner->area += chart->area; + owner->boundaryLength += chart->boundaryLength - sharedBoundaryLength; + owner->normalSum += chart->normalSum; + owner->centroidSum += chart->centroidSum; + updateProxy(owner); + } + + uint32_t facesLeft() const { return m_facesLeft; } + uint32_t chartCount() const { return m_chartArray.size(); } + const Array &chartFaces(uint32_t i) const { return m_chartArray[i]->faces; } + +private: + const Mesh *m_mesh; + Array m_edgeLengths; + Array m_faceAreas; + uint32_t m_facesLeft; + Array m_faceChartArray; + Array m_chartArray; + Array m_candidateArray; + Array m_faceCandidateArray; // Map face index to candidate index. + PriorityQueue m_bestTriangles; + MTRand m_rand; + ChartOptions m_options; +}; + +// Estimate quality of existing parameterization. +class ParameterizationQuality +{ +public: + ParameterizationQuality() + { + m_totalTriangleCount = 0; + m_flippedTriangleCount = 0; + m_zeroAreaTriangleCount = 0; + m_parametricArea = 0.0f; + m_geometricArea = 0.0f; + m_stretchMetric = 0.0f; + m_maxStretchMetric = 0.0f; + m_conformalMetric = 0.0f; + m_authalicMetric = 0.0f; + } + + ParameterizationQuality(const Mesh *mesh, Array *flippedFaces) + { + XA_DEBUG_ASSERT(mesh != NULL); + m_totalTriangleCount = 0; + m_flippedTriangleCount = 0; + m_zeroAreaTriangleCount = 0; + m_parametricArea = 0.0f; + m_geometricArea = 0.0f; + m_stretchMetric = 0.0f; + m_maxStretchMetric = 0.0f; + m_conformalMetric = 0.0f; + m_authalicMetric = 0.0f; + const uint32_t faceCount = mesh->faceCount(); + for (uint32_t f = 0; f < faceCount; f++) { + uint32_t vertex0 = UINT32_MAX; + Vector3 p[3]; + Vector2 t[3]; + bool isFlipped = false; + for (Mesh::FaceEdgeIterator it(mesh, f); !it.isDone(); it.advance()) { + if (vertex0 == UINT32_MAX) { + vertex0 = it.vertex0(); + p[0] = it.position0(); + t[0] = it.texcoord0(); + } else if (it.vertex1() != vertex0) { + p[1] = it.position0(); + p[2] = it.position1(); + t[1] = it.texcoord0(); + t[2] = it.texcoord1(); + bool isTriFlipped = false; + processTriangle(p, t, &isTriFlipped); + if (isTriFlipped) + isFlipped = true; + } + } + if (flippedFaces && isFlipped) + flippedFaces->push_back(f); + } + if (m_flippedTriangleCount + m_zeroAreaTriangleCount == m_totalTriangleCount) { + // If all triangles are flipped, then none is. + m_flippedTriangleCount = 0; + } + if (m_flippedTriangleCount > m_totalTriangleCount / 2) + { + // If more than half the triangles are flipped, reverse the flipped / not flipped classification. + m_flippedTriangleCount = m_totalTriangleCount - m_flippedTriangleCount; + if (flippedFaces) { + Array temp(*flippedFaces); + flippedFaces->clear(); + for (uint32_t f = 0; f < faceCount; f++) { + bool match = false; + for (uint32_t ff = 0; ff < temp.size(); ff++) { + if (temp[ff] == f) { + match = true; + break; + } + } + if (!match) + flippedFaces->push_back(f); + } + } + } + XA_DEBUG_ASSERT(isFinite(m_parametricArea) && m_parametricArea >= 0); + XA_DEBUG_ASSERT(isFinite(m_geometricArea) && m_geometricArea >= 0); + XA_DEBUG_ASSERT(isFinite(m_stretchMetric)); + XA_DEBUG_ASSERT(isFinite(m_maxStretchMetric)); + XA_DEBUG_ASSERT(isFinite(m_conformalMetric)); + XA_DEBUG_ASSERT(isFinite(m_authalicMetric)); + } + + uint32_t flippedTriangleCount() const { return m_flippedTriangleCount; } + uint32_t zeroAreaTriangleCount() const { return m_zeroAreaTriangleCount; } + uint32_t totalTriangleCount() const { return m_totalTriangleCount; } + + float rmsStretchMetric() const + { + if (m_geometricArea == 0) + return 0.0f; + float normFactor = sqrtf(m_parametricArea / m_geometricArea); + return sqrtf(m_stretchMetric / m_geometricArea) * normFactor; + } + + float maxStretchMetric() const + { + if (m_geometricArea == 0) + return 0.0f; + float normFactor = sqrtf(m_parametricArea / m_geometricArea); + return m_maxStretchMetric * normFactor; + } + + float rmsConformalMetric() const + { + if (m_geometricArea == 0) + return 0.0f; + return sqrtf(m_conformalMetric / m_geometricArea); + } + + float maxAuthalicMetric() const + { + if (m_geometricArea == 0) + return 0.0f; + return sqrtf(m_authalicMetric / m_geometricArea); + } + + void operator+=(const ParameterizationQuality &pq) + { + m_totalTriangleCount += pq.m_totalTriangleCount; + m_flippedTriangleCount += pq.m_flippedTriangleCount; + m_zeroAreaTriangleCount += pq.m_zeroAreaTriangleCount; + m_parametricArea += pq.m_parametricArea; + m_geometricArea += pq.m_geometricArea; + m_stretchMetric += pq.m_stretchMetric; + m_maxStretchMetric = max(m_maxStretchMetric, pq.m_maxStretchMetric); + m_conformalMetric += pq.m_conformalMetric; + m_authalicMetric += pq.m_authalicMetric; + } + +private: + void processTriangle(Vector3 q[3], Vector2 p[3], bool *isFlipped) + { + if (isFlipped) + *isFlipped = false; + m_totalTriangleCount++; + // Evaluate texture stretch metric. See: + // - "Texture Mapping Progressive Meshes", Sander, Snyder, Gortler & Hoppe + // - "Mesh Parameterization: Theory and Practice", Siggraph'07 Course Notes, Hormann, Levy & Sheffer. + float t1 = p[0].x; + float s1 = p[0].y; + float t2 = p[1].x; + float s2 = p[1].y; + float t3 = p[2].x; + float s3 = p[2].y; + float geometricArea = length(cross(q[1] - q[0], q[2] - q[0])) / 2; + float parametricArea = ((s2 - s1) * (t3 - t1) - (s3 - s1) * (t2 - t1)) / 2; + if (isZero(parametricArea)) { + m_zeroAreaTriangleCount++; + return; + } + Vector3 Ss = (q[0] * (t2 - t3) + q[1] * (t3 - t1) + q[2] * (t1 - t2)) / (2 * parametricArea); + Vector3 St = (q[0] * (s3 - s2) + q[1] * (s1 - s3) + q[2] * (s2 - s1)) / (2 * parametricArea); + float a = dot(Ss, Ss); // E + float b = dot(Ss, St); // F + float c = dot(St, St); // G + // Compute eigen-values of the first fundamental form: + float sigma1 = sqrtf(0.5f * max(0.0f, a + c - sqrtf(square(a - c) + 4 * square(b)))); // gamma uppercase, min eigenvalue. + float sigma2 = sqrtf(0.5f * max(0.0f, a + c + sqrtf(square(a - c) + 4 * square(b)))); // gamma lowercase, max eigenvalue. + XA_ASSERT(sigma2 > sigma1 || equal(sigma1, sigma2)); + // isometric: sigma1 = sigma2 = 1 + // conformal: sigma1 / sigma2 = 1 + // authalic: sigma1 * sigma2 = 1 + float rmsStretch = sqrtf((a + c) * 0.5f); + float rmsStretch2 = sqrtf((square(sigma1) + square(sigma2)) * 0.5f); + XA_DEBUG_ASSERT(equal(rmsStretch, rmsStretch2, 0.01f)); + XA_UNUSED(rmsStretch2); + if (parametricArea < 0.0f) { + // Count flipped triangles. + m_flippedTriangleCount++; + if (isFlipped) + *isFlipped = true; + parametricArea = fabsf(parametricArea); + } + m_stretchMetric += square(rmsStretch) * geometricArea; + m_maxStretchMetric = max(m_maxStretchMetric, sigma2); + if (!isZero(sigma1, 0.000001f)) { + // sigma1 is zero when geometricArea is zero. + m_conformalMetric += (sigma2 / sigma1) * geometricArea; + } + m_authalicMetric += (sigma1 * sigma2) * geometricArea; + // Accumulate total areas. + m_geometricArea += geometricArea; + m_parametricArea += parametricArea; + //triangleConformalEnergy(q, p); + } + +private: + uint32_t m_totalTriangleCount; + uint32_t m_flippedTriangleCount; + uint32_t m_zeroAreaTriangleCount; + float m_parametricArea; + float m_geometricArea; + float m_stretchMetric; + float m_maxStretchMetric; + float m_conformalMetric; + float m_authalicMetric; +}; + +/// A chart is a connected set of faces with a certain topology (usually a disk). +class Chart +{ +public: + Chart(const Mesh *originalMesh, const Array &faceArray) : atlasIndex(-1), m_mesh(NULL), m_unifiedMesh(NULL), m_isDisk(false), m_isPlanar(false), m_faceArray(faceArray) + { + // Copy face indices. + m_mesh = XA_NEW(Mesh); + m_unifiedMesh = XA_NEW(Mesh); + Array chartMeshIndices; + chartMeshIndices.resize(originalMesh->vertexCount(), (uint32_t)~0); + Array unifiedMeshIndices; + unifiedMeshIndices.resize(originalMesh->vertexCount(), (uint32_t)~0); + // Add vertices. + const uint32_t faceCount = faceArray.size(); + for (uint32_t f = 0; f < faceCount; f++) { + for (Mesh::FaceEdgeIterator it(originalMesh, faceArray[f]); !it.isDone(); it.advance()) { + const uint32_t vertex = it.vertex0(); + const uint32_t unifiedVertex = originalMesh->firstColocal(vertex); + if (unifiedMeshIndices[unifiedVertex] == (uint32_t)~0) { + unifiedMeshIndices[unifiedVertex] = m_unifiedMesh->vertexCount(); + XA_DEBUG_ASSERT(equal(it.position0(), originalMesh->position(unifiedVertex))); + m_unifiedMesh->addVertex(it.position0()); + } + if (chartMeshIndices[vertex] == (uint32_t)~0) { + chartMeshIndices[vertex] = m_mesh->vertexCount(); + m_chartToOriginalMap.push_back(vertex); + m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex]); + m_mesh->addVertex(it.position0(), Vector3(0.0f), it.texcoord0()); + } + } + } + Array faceIndices; + faceIndices.reserve(7); + // Add faces. + for (uint32_t f = 0; f < faceCount; f++) { + const uint32_t faceFlags = originalMesh->faceFlagsAt(faceArray[f]); + faceIndices.clear(); + for (Mesh::FaceEdgeIterator it(originalMesh, faceArray[f]); !it.isDone(); it.advance()) + faceIndices.push_back(chartMeshIndices[it.vertex0()]); + m_mesh->addFace(faceIndices, faceFlags); + faceIndices.clear(); + for (Mesh::FaceEdgeIterator it(originalMesh, faceArray[f]); !it.isDone(); it.advance()) { + uint32_t unifiedVertex = originalMesh->firstColocal(it.vertex0()); + if (unifiedVertex == UINT32_MAX) + unifiedVertex = it.vertex0(); + faceIndices.push_back(unifiedMeshIndices[unifiedVertex]); + } + m_unifiedMesh->addFace(faceIndices, faceFlags); + } + m_mesh->createBoundaries(); + m_unifiedMesh->createBoundaries(); + m_unifiedMesh->linkBoundaries(); + m_isPlanar = meshIsPlanar(*m_unifiedMesh); + if (m_isPlanar) { + m_isDisk = true; + } else { +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_BEFORE_FIX_TJUNCTION + m_unifiedMesh->writeObjFile("debug_before_fix_tjunction.obj"); +#endif + Mesh *fixedUnifiedMesh = meshFixTJunctions(*m_unifiedMesh); + if (fixedUnifiedMesh) { + m_unifiedMesh->~Mesh(); + XA_FREE(m_unifiedMesh); + m_unifiedMesh = meshUnifyVertices(*fixedUnifiedMesh); + fixedUnifiedMesh->~Mesh(); + XA_FREE(fixedUnifiedMesh); + m_unifiedMesh->createBoundaries(); + m_unifiedMesh->linkBoundaries(); + } + // See if there are any holes that need closing. + Array boundaryLoops; + meshGetBoundaryLoops(*m_unifiedMesh, boundaryLoops); + if (boundaryLoops.size() > 1) { +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_BEFORE_CLOSE_HOLES + m_unifiedMesh->writeObjFile("debug_before_close_holes.obj"); +#endif + // Closing the holes is not always the best solution and does not fix all the problems. + // We need to do some analysis of the holes and the genus to: + // - Find cuts that reduce genus. + // - Find cuts to connect holes. + // - Use minimal spanning trees or seamster. + closeHoles(boundaryLoops); + meshGetBoundaryLoops(*m_unifiedMesh, boundaryLoops); + if (boundaryLoops.size() > 1) { +// XA_PRINT_WARNING("Failed to close chart holes\n"); // [Bruno] commented-out +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_FAILED_CLOSE_HOLES + m_unifiedMesh->writeObjFile("debug_failed_close_holes.obj"); +#endif + } + } + Mesh *triangulatedMesh = meshTriangulate(*m_unifiedMesh); + if (triangulatedMesh) { + m_unifiedMesh->~Mesh(); + XA_FREE(m_unifiedMesh); + m_unifiedMesh = triangulatedMesh; + } + MeshTopology topology(m_unifiedMesh); + m_isDisk = topology.isDisk(); +// [Bruno] commented-out, this can happen and not a problem +// if (!m_isDisk) +// XA_PRINT_WARNING("Chart doesn't have disk topology\n"); + } + } + + ~Chart() + { + if (m_mesh) { + m_mesh->~Mesh(); + XA_FREE(m_mesh); + } + if (m_unifiedMesh) { + m_unifiedMesh->~Mesh(); + XA_FREE(m_unifiedMesh); + } + } + + bool isDisk() const { return m_isDisk; } + bool isPlanar() const { return m_isPlanar; } + const ParameterizationQuality ¶mQuality() const { return m_paramQuality; } + const Array ¶mFlippedFaces() const { return m_paramFlippedFaces; } + uint32_t mapFaceToSourceFace(uint32_t i) const { return m_faceArray[i]; } + const Mesh *mesh() const { return m_mesh; } + Mesh *mesh() { return m_mesh; } + const Mesh *unifiedMesh() const { return m_unifiedMesh; } + Mesh *unifiedMesh() { return m_unifiedMesh; } + uint32_t mapChartVertexToOriginalVertex(uint32_t i) const { return m_chartToOriginalMap[i]; } + + void evaluateParameterizationQuality() + { +#if XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION + m_paramQuality = ParameterizationQuality(m_unifiedMesh, &m_paramFlippedFaces); +#else + m_paramQuality = ParameterizationQuality(m_unifiedMesh, nullptr); +#endif + } + + // Transfer parameterization from unified mesh to chart mesh. + void transferParameterization() + { + const uint32_t vertexCount = m_mesh->vertexCount(); + for (uint32_t v = 0; v < vertexCount; v++) + m_mesh->texcoord(v) = m_unifiedMesh->texcoord(m_chartToUnifiedMap[v]); + } + + + // [Bruno] + void importExistingParameterization() + { + float s = ::sqrt(computeSurfaceArea() / computeParametricArea()); + const uint32_t vertexCount = m_mesh->vertexCount(); + for (uint32_t v = 0; v < vertexCount; v++) { + m_mesh->texcoord(v) *= s; + m_unifiedMesh->texcoord(m_chartToUnifiedMap[v]) = m_mesh->texcoord(v); + } + } + + + float computeSurfaceArea() const + { + return m_mesh->computeSurfaceArea(); + } + + float computeParametricArea() const + { + return m_mesh->computeParametricArea(); + } + + Vector2 computeParametricBounds() const + { + Vector2 minCorner(FLT_MAX, FLT_MAX); + Vector2 maxCorner(-FLT_MAX, -FLT_MAX); + const uint32_t vertexCount = m_mesh->vertexCount(); + for (uint32_t v = 0; v < vertexCount; v++) { + minCorner = min(minCorner, m_mesh->texcoord(v)); + maxCorner = max(maxCorner, m_mesh->texcoord(v)); + } + return (maxCorner - minCorner) * 0.5f; + } + + int32_t atlasIndex; + +private: + void closeHoles(const Array &boundaryLoops) + { + // Compute lengths. + const uint32_t boundaryCount = boundaryLoops.size(); + Array boundaryLengths; + for (uint32_t i = 0; i < boundaryCount; i++) { + float boundaryLength = 0.0f; + for (Mesh::BoundaryEdgeIterator it(m_unifiedMesh, boundaryLoops[i]); !it.isDone(); it.advance()) { + const Edge *edge = m_unifiedMesh->edgeAt(it.edge()); + const Vector3 &t0 = m_unifiedMesh->position(m_unifiedMesh->vertexAt(edge->index0)); + const Vector3 &t1 = m_unifiedMesh->position(m_unifiedMesh->vertexAt(edge->index1)); + boundaryLength += length(t1 - t0); + } + boundaryLengths.push_back(boundaryLength); + } + // Find disk boundary. + uint32_t diskBoundary = 0; + float maxLength = boundaryLengths[0]; + for (uint32_t i = 1; i < boundaryCount; i++) { + if (boundaryLengths[i] > maxLength) { + maxLength = boundaryLengths[i]; + diskBoundary = i; + } + } + // Close holes. + for (uint32_t i = 0; i < boundaryCount; i++) { + if (diskBoundary == i) { + // Skip disk boundary. + continue; + } + Array vertexLoop; + Array edgeLoop; + startOver: + for (Mesh::BoundaryEdgeIterator it(m_unifiedMesh, boundaryLoops[i]); !it.isDone(); it.advance()) { + const Edge *edge = m_unifiedMesh->edgeAt(it.edge()); + const uint32_t vertex = m_unifiedMesh->vertexAt(edge->index1); + uint32_t j; + for (j = 0; j < vertexLoop.size(); j++) { + if (m_unifiedMesh->areColocal(vertex, vertexLoop[j])) + break; + } + bool isCrossing = (j != vertexLoop.size()); + if (isCrossing) { + // Close loop. + edgeLoop.insertAt(0, edge); + closeLoop(j + 1, edgeLoop); + // Start over again. + vertexLoop.clear(); + edgeLoop.clear(); + goto startOver; // HE mesh version is bugged, actually breaks at end of edge iteration instead. + } + vertexLoop.push_back(vertex); + edgeLoop.insertAt(0, edge); + } + closeLoop(0, edgeLoop); + } + m_unifiedMesh->createBoundaries(); + m_unifiedMesh->linkBoundaries(); + } + + bool closeLoop(uint32_t startVertex, const Array &loop) + { + const uint32_t vertexCount = loop.size() - startVertex; + XA_DEBUG_ASSERT(vertexCount >= 3); + if (vertexCount < 3) + return false; + // If the hole is planar, then we add a single face that will be properly triangulated later. + // If the hole is not planar, we add a triangle fan with a vertex at the hole centroid. + // This is still a bit of a hack. There surely are better hole filling algorithms out there. + Array points; + points.resize(vertexCount); + for (uint32_t i = 0; i < vertexCount; i++) + points[i] = m_unifiedMesh->position(m_unifiedMesh->vertexAt(loop[startVertex + i]->index0)); + const bool isPlanar = Fit::isPlanar(vertexCount, points.data()); + if (isPlanar) { + Array indices; + indices.resize(vertexCount); + for (uint32_t i = 0; i < vertexCount; i++) + indices[i] = m_unifiedMesh->vertexAt(loop[startVertex + i]->index0); + m_unifiedMesh->addFace(indices); + } else { + // If the polygon is not planar, we just cross our fingers, and hope this will work: + // Compute boundary centroid: + Vector3 centroidPos(0.0f); + for (uint32_t i = 0; i < vertexCount; i++) + centroidPos += points[i]; + centroidPos *= (1.0f / vertexCount); + const uint32_t centroidVertex = m_unifiedMesh->vertexCount(); + m_unifiedMesh->addVertex(centroidPos); + // Add one pair of edges for each boundary vertex. + for (uint32_t j = vertexCount - 1, i = 0; i < vertexCount; j = i++) { + const uint32_t vertex1 = m_unifiedMesh->vertexAt(loop[startVertex + j]->index0); + const uint32_t vertex2 = m_unifiedMesh->vertexAt(loop[startVertex + i]->index0); + m_unifiedMesh->addFace(centroidVertex, vertex1, vertex2); + } + } + return true; + } + + Mesh *m_mesh; + Mesh *m_unifiedMesh; + bool m_isDisk; + bool m_isPlanar; + + // List of faces of the original mesh that belong to this chart. + Array m_faceArray; + + // Map vertices of the chart mesh to vertices of the original mesh. + Array m_chartToOriginalMap; + + Array m_chartToUnifiedMap; + + ParameterizationQuality m_paramQuality; + Array m_paramFlippedFaces; +}; + +// Set of charts corresponding to mesh faces in the same face group. +class ChartGroup +{ +public: + ChartGroup(uint32_t id, const Mesh *sourceMesh, uint32_t faceGroup) : m_sourceId(sourceMesh->id()), m_id(id), m_isVertexMap(faceGroup == UINT32_MAX) + { + // Create new mesh from the source mesh, using faces that belong to this group. + const uint32_t sourceFaceCount = sourceMesh->faceCount(); + for (uint32_t f = 0; f < sourceFaceCount; f++) { + if (sourceMesh->faceGroupAt(f) == faceGroup) + m_faceArray.push_back(f); + } + m_mesh = XA_NEW(Mesh, sourceMesh->flags()); + const uint32_t faceCount = m_faceArray.size(); + XA_DEBUG_ASSERT(faceCount > 0); + Array meshIndices; + meshIndices.resize(sourceMesh->vertexCount(), (uint32_t)~0); + for (uint32_t f = 0; f < faceCount; f++) { + const Face *face = sourceMesh->faceAt(m_faceArray[f]); + XA_DEBUG_ASSERT(face != NULL); + for (uint32_t i = 0; i < face->nIndices; i++) { + const uint32_t vertex = sourceMesh->vertexAt(face->firstIndex + i); + if (meshIndices[vertex] == (uint32_t)~0) { + meshIndices[vertex] = m_mesh->vertexCount(); + m_vertexToSourceVertexMap.push_back(vertex); + Vector3 normal(0.0f); + if (sourceMesh->flags() & MeshFlags::HasNormals) + normal = sourceMesh->normal(vertex); + m_mesh->addVertex(sourceMesh->position(vertex), normal, sourceMesh->texcoord(vertex)); + } + } + } + m_mesh->createColocals(); + Array faceIndices; + faceIndices.reserve(7); + // Add faces. + for (uint32_t f = 0; f < faceCount; f++) { + const Face *face = sourceMesh->faceAt(m_faceArray[f]); + faceIndices.clear(); + for (uint32_t i = 0; i < face->nIndices; i++) { + const uint32_t vertex = sourceMesh->vertexAt(face->firstIndex + i); + XA_DEBUG_ASSERT(meshIndices[vertex] != (uint32_t)~0); + faceIndices.push_back(meshIndices[vertex]); + } + m_mesh->addFace(faceIndices); + } + if (!(sourceMesh->flags() & MeshFlags::HasNormals)) + m_mesh->createFaceNormals(); // For isNormalSeam. + if (!m_isVertexMap) { + m_mesh->createBoundaries(); + m_mesh->linkBoundaries(); + } +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_CHART_GROUPS + char filename[256]; + sprintf(filename, "debug_mesh_%0.3u_chartgroup_%0.3u.obj", m_sourceId, m_id); + m_mesh->writeObjFile(filename); +#else + XA_UNUSED(m_id); +#endif + } + + ~ChartGroup() + { + m_mesh->~Mesh(); + XA_FREE(m_mesh); + for (uint32_t i = 0; i < m_chartArray.size(); i++) { + m_chartArray[i]->~Chart(); + XA_FREE(m_chartArray[i]); + } + } + + uint32_t chartCount() const { return m_chartArray.size(); } + Chart *chartAt(uint32_t i) const { return m_chartArray[i]; } + bool isVertexMap() const { return m_isVertexMap; } + uint32_t mapFaceToSourceFace(uint32_t face) const { return m_faceArray[face]; } + uint32_t mapVertexToSourceVertex(uint32_t i) const { return m_vertexToSourceVertexMap[i]; } + const Mesh *mesh() const { return m_mesh; } + + /* + Compute charts using a simple segmentation algorithm. + + LSCM: + - identify sharp features using local dihedral angles. + - identify seed faces farthest from sharp features. + - grow charts from these seeds. + + MCGIM: + - phase 1: chart growth + - grow all charts simultaneously using dijkstra search on the dual graph of the mesh. + - graph edges are weighted based on planarity metric. + - metric uses distance to global chart normal. + - terminate when all faces have been assigned. + - phase 2: seed computation: + - place new seed of the chart at the most interior face. + - most interior is evaluated using distance metric only. + + - method repeates the two phases, until the location of the seeds does not change. + - cycles are detected by recording all the previous seeds and chartification terminates. + + D-Charts: + + - Uniaxial conic metric: + - N_c = axis of the generalized cone that best fits the chart. (cone can a be cylinder or a plane). + - omega_c = angle between the face normals and the axis. + - Fitting error between chart C and tringle t: F(c,t) = (N_c*n_t - cos(omega_c))^2 + + - Compactness metrics: + - Roundness: + - C(c,t) = pi * D(S_c,t)^2 / A_c + - S_c = chart seed. + - D(S_c,t) = length of the shortest path inside the chart betwen S_c and t. + - A_c = chart area. + - Straightness: + - P(c,t) = l_out(c,t) / l_in(c,t) + - l_out(c,t) = lenght of the edges not shared between C and t. + - l_in(c,t) = lenght of the edges shared between C and t. + + - Combined metric: + - Cost(c,t) = F(c,t)^alpha + C(c,t)^beta + P(c,t)^gamma + - alpha = 1, beta = 0.7, gamma = 0.5 + + Our basic approach: + - Just one iteration of k-means? + - Avoid dijkstra by greedily growing charts until a threshold is met. Increase threshold and repeat until no faces left. + - If distortion metric is too high, split chart, add two seeds. + - If chart size is low, try removing chart. + + Postprocess: + - If topology is not disk: + - Fill holes, if new faces fit proxy. + - Find best cut, otherwise. + - After parameterization: + - If boundary self-intersects: + - cut chart along the closest two diametral boundary vertices, repeat parametrization. + - what if the overlap is on an appendix? How do we find that out and cut appropiately? + - emphasize roundness metrics to prevent those cases. + - If interior self-overlaps: preserve boundary parameterization and use mean-value map. + */ + void computeCharts(const ChartOptions &options) + { + // This function may be called multiple times, so destroy existing charts. + for (uint32_t i = 0; i < m_chartArray.size(); i++) { + m_chartArray[i]->~Chart(); + XA_FREE(m_chartArray[i]); + } + m_chartArray.clear(); +#if XA_DEBUG_SINGLE_CHART + Array chartFaces; + chartFaces.resize(m_mesh->faceCount()); + for (uint32_t i = 0; i < chartFaces.size(); i++) + chartFaces[i] = i; + Chart *chart = XA_NEW(Chart, m_mesh, chartFaces); + m_chartArray.push_back(chart); +#else + AtlasBuilder builder(m_mesh, options); + if (builder.facesLeft() != 0) { + // This seems a reasonable estimate. + uint32_t maxSeedCount = max(6U, builder.facesLeft()); + // Create initial charts greedely. + builder.placeSeeds(options.maxThreshold, maxSeedCount); + builder.updateProxies(); + builder.mergeCharts(); + builder.relocateSeeds(); + builder.resetCharts(); + // Restart process growing charts in parallel. + uint32_t iteration = 0; + while (true) { + if (!builder.growCharts(options.maxThreshold, options.growFaceCount)) { + // If charts cannot grow more: fill holes, merge charts, relocate seeds and start new iteration. + builder.fillHoles(options.maxThreshold); + builder.updateProxies(); + builder.mergeCharts(); + if (!builder.relocateSeeds()) + break; + if (iteration == options.maxIterations) + break; + iteration++; + builder.resetCharts(); + } + } + // Make sure no holes are left! + XA_DEBUG_ASSERT(builder.facesLeft() == 0); + const uint32_t chartCount = builder.chartCount(); + for (uint32_t i = 0; i < chartCount; i++) { + Chart *chart = XA_NEW(Chart, m_mesh, builder.chartFaces(i)); + m_chartArray.push_back(chart); + } +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_CHARTS + char filename[256]; + sprintf(filename, "debug_mesh_%0.3u_chartgroup_%0.3u_charts.obj", m_sourceId, m_id); + FILE *file = fopen(filename, "w"); + if (file) { + m_mesh->writeObjVertices(file); + for (uint32_t i = 0; i < chartCount; i++) { + fprintf(file, "o chart_%0.4d\n", i); + fprintf(file, "s off\n"); + const Array &faces = builder.chartFaces(i); + for (uint32_t f = 0; f < faces.size(); f++) + m_mesh->writeObjFace(file, faces[f]); + } + m_mesh->writeObjBoundaryEges(file); + m_mesh->writeObjLinkedBoundaries(file); + fclose(file); + } +#endif + } +#endif + } + + + // [Bruno] + void makeSingleChart() { + for (uint32_t i = 0; i < m_chartArray.size(); i++) { + m_chartArray[i]->~Chart(); + XA_FREE(m_chartArray[i]); + } + m_chartArray.clear(); + + Array chartFaces; + chartFaces.resize(m_mesh->faceCount()); + for (uint32_t i = 0; i < chartFaces.size(); i++) + chartFaces[i] = i; + Chart *chart = XA_NEW(Chart, m_mesh, chartFaces); + m_chartArray.push_back(chart); + } + + + void parameterizeCharts(ParameterizeFunc func) + { + ParameterizationQuality globalParameterizationQuality; + // Parameterize the charts. + const uint32_t chartCount = m_chartArray.size(); + for (uint32_t i = 0; i < chartCount; i++) { + Chart *chart = m_chartArray[i]; + Mesh *mesh = chart->unifiedMesh(); + if (mesh->faceCount() == 1) { + computeSingleFaceMap(mesh); + } else { + computeOrthogonalProjectionMap(mesh); + if (func) { + func(&mesh->position(0).x, &mesh->texcoord(0).x, mesh->vertexCount(), mesh->indices(), mesh->indexCount(), chart->isPlanar()); + } else if (chart->isDisk() && !chart->isPlanar()) { + computeLeastSquaresConformalMap(mesh); + } + } + // @@ Check that parameterization quality is above a certain threshold. + // @@ Detect boundary self-intersections. + chart->evaluateParameterizationQuality(); + globalParameterizationQuality += chart->paramQuality(); + // Transfer parameterization from unified mesh to chart mesh. + chart->transferParameterization(); + } + XA_PRINT("Parameterized %d charts\n", chartCount); + XA_PRINT(" RMS stretch metric: %g\n", globalParameterizationQuality.rmsStretchMetric()); + XA_PRINT(" MAX stretch metric: %g\n", globalParameterizationQuality.maxStretchMetric()); + XA_PRINT(" RMS conformal metric: %g\n", globalParameterizationQuality.rmsConformalMetric()); + XA_PRINT(" RMS authalic metric: %g\n", globalParameterizationQuality.maxAuthalicMetric()); + } + +private: + uint32_t m_sourceId, m_id; + bool m_isVertexMap; + Mesh *m_mesh; + Array m_faceArray; // List of faces of the source mesh that belong to this chart group. + Array m_vertexToSourceVertexMap; // Map vertices of the mesh to vertices of the source mesh. + Array m_chartArray; +}; + +struct ComputeChartsJobArgs +{ + ChartGroup *chartGroup; + const ChartOptions *options; + task::Progress *progress; +}; + +static void runComputeChartsJob(void *userData) +{ + ComputeChartsJobArgs *args = (ComputeChartsJobArgs *)userData; + args->chartGroup->computeCharts(*args->options); + args->progress->value++; + args->progress->update(); +} + +struct ParameterizeChartsJobArgs +{ + ChartGroup *chartGroup; + ParameterizeFunc func; + task::Progress *progress; +}; + +static void runParameterizeChartsJob(void *userData) +{ + ParameterizeChartsJobArgs *args = (ParameterizeChartsJobArgs *)userData; + args->chartGroup->parameterizeCharts(args->func); + args->progress->value++; + args->progress->update(); +} + +/// An atlas is a set of chart groups. +class Atlas +{ +public: + Atlas() : m_chartsComputed(false), m_chartsParameterized(false), m_meshCount(0) {} + + ~Atlas() + { + for (uint32_t i = 0; i < m_chartGroups.size(); i++) { + m_chartGroups[i]->~ChartGroup(); + XA_FREE(m_chartGroups[i]); + } + } + + bool chartsComputed() const { return m_chartsComputed; } + bool chartsParameterized() const { return m_chartsParameterized; } + uint32_t meshCount() const { return m_meshCount; } + + uint32_t chartGroupCount(uint32_t mesh) const + { + uint32_t count = 0; + for (uint32_t i = 0; i < m_chartGroups.size(); i++) { + if (m_chartGroupSourceMeshes[i] == mesh) + count++; + } + return count; + } + + const ChartGroup *chartGroupAt(uint32_t mesh, uint32_t group) const + { + for (uint32_t c = 0; c < m_chartGroups.size(); c++) { + if (m_chartGroupSourceMeshes[c] != mesh) + continue; + if (group == 0) + return m_chartGroups[c]; + group--; + } + return NULL; + } + + + // [Bruno] non-const version of the function above. + ChartGroup *chartGroupAt(uint32_t mesh, uint32_t group) + { + for (uint32_t c = 0; c < m_chartGroups.size(); c++) { + if (m_chartGroupSourceMeshes[c] != mesh) + continue; + if (group == 0) + return m_chartGroups[c]; + group--; + } + return NULL; + } + + uint32_t chartCount() const + { + uint32_t count = 0; + for (uint32_t i = 0; i < m_chartGroups.size(); i++) + count += m_chartGroups[i]->chartCount(); + return count; + } + + Chart *chartAt(uint32_t i) + { + for (uint32_t c = 0; c < m_chartGroups.size(); c++) { + uint32_t count = m_chartGroups[c]->chartCount(); + if (i < count) { + return m_chartGroups[c]->chartAt(i); + } + i -= count; + } + return NULL; + } + + void addMesh(const Mesh *mesh) + { + // Get list of face groups. + const uint32_t faceCount = mesh->faceCount(); + Array faceGroups; + for (uint32_t f = 0; f < faceCount; f++) { + const uint32_t group = mesh->faceGroupAt(f); + bool exists = false; + for (uint32_t g = 0; g < faceGroups.size(); g++) { + if (faceGroups[g] == group) { + exists = true; + break; + } + } + if (!exists) + faceGroups.push_back(group); + } + // Create one chart group per face group. + for (uint32_t g = 0; g < faceGroups.size(); g++) { + ChartGroup *chartGroup = XA_NEW(ChartGroup, g, mesh, faceGroups[g]); + m_chartGroups.push_back(chartGroup); + m_chartGroupSourceMeshes.push_back(m_meshCount); + } + m_meshCount++; + } + + void computeCharts(task::Scheduler *taskScheduler, const ChartOptions &options, ProgressFunc progressFunc, void *progressUserData) + { + m_chartsComputed = false; + m_chartsParameterized = false; + uint32_t jobCount = 0; + for (uint32_t i = 0; i < m_chartGroups.size(); i++) { + if (!m_chartGroups[i]->isVertexMap()) + jobCount++; + } + task::Progress progress(ProgressCategory::ComputeCharts, progressFunc, progressUserData, jobCount); + Array jobArgs; + jobArgs.reserve(jobCount); + for (uint32_t i = 0; i < m_chartGroups.size(); i++) { + if (!m_chartGroups[i]->isVertexMap()) { + ComputeChartsJobArgs args; + args.chartGroup = m_chartGroups[i]; + args.options = &options; + args.progress = &progress; + jobArgs.push_back(args); + } + } + task::Sync sync; + for (uint32_t i = 0; i < jobCount; i++) { + task::Job job; + job.userData = &jobArgs[i]; + job.func = runComputeChartsJob; + taskScheduler->run(job, &sync); + } + taskScheduler->waitFor(sync); + m_chartsComputed = true; + } + + void parameterizeCharts(task::Scheduler *taskScheduler, ParameterizeFunc func, ProgressFunc progressFunc, void *progressUserData) + { + m_chartsParameterized = false; + uint32_t jobCount = 0; + for (uint32_t i = 0; i < m_chartGroups.size(); i++) { + if (!m_chartGroups[i]->isVertexMap()) + jobCount++; + } + task::Progress progress(ProgressCategory::ParameterizeCharts, progressFunc, progressUserData, jobCount); + Array jobArgs; + jobArgs.reserve(jobCount); + for (uint32_t i = 0; i < m_chartGroups.size(); i++) { + if (!m_chartGroups[i]->isVertexMap()) { + ParameterizeChartsJobArgs args; + args.chartGroup = m_chartGroups[i]; + args.func = func; + args.progress = &progress; + jobArgs.push_back(args); + } + } + task::Sync sync; + for (uint32_t i = 0; i < jobCount; i++) { + task::Job job; + job.userData = &jobArgs[i]; + job.func = runParameterizeChartsJob; + taskScheduler->run(job, &sync); + } + taskScheduler->waitFor(sync); + // Save original texcoords so PackCharts can be called multiple times (packing overwrites the texcoords). + const uint32_t nCharts = chartCount(); + m_originalChartTexcoords.resize(nCharts); + for (uint32_t i = 0; i < nCharts; i++) { + const Mesh *mesh = chartAt(i)->mesh(); + m_originalChartTexcoords[i].resize(mesh->vertexCount()); + for (uint32_t j = 0; j < mesh->vertexCount(); j++) + m_originalChartTexcoords[i][j] = mesh->texcoord(j); + } + m_chartsParameterized = true; + } + + void restoreOriginalChartTexcoords() + { + const uint32_t nCharts = chartCount(); + for (uint32_t i = 0; i < nCharts; i++) { + Mesh *mesh = chartAt(i)->mesh(); + for (uint32_t j = 0; j < mesh->vertexCount(); j++) + mesh->texcoord(j) = m_originalChartTexcoords[i][j]; + } + } + + // [Bruno] + uint32_t importExistingCharts() + { + uint32_t chartCount = 0; + XA_PRINT("Importing existing charts\n"); + for (uint32_t i = 0; i < meshCount(); i++) { + for (uint32_t j = 0; j < chartGroupCount(i); j++) { + // printf("%d %d\n",i,j); + internal::param::ChartGroup *chartGroup = chartGroupAt(i, j); + chartGroup->makeSingleChart(); + if (!chartGroup->isVertexMap()) { + chartCount += chartGroup->chartCount(); + } + } + } + m_chartsComputed = true; + return chartCount; + } + + + // [Bruno] + void importExistingParameterization() + { + ParameterizationQuality globalParameterizationQuality; + + const uint32_t nCharts = chartCount(); + m_originalChartTexcoords.resize(nCharts); + for (uint32_t i = 0; i < nCharts; i++) { + Chart* chart = chartAt(i); + + chart->importExistingParameterization(); + chart->evaluateParameterizationQuality(); + + globalParameterizationQuality += chart->paramQuality(); + + const Mesh *mesh = chart->mesh(); + m_originalChartTexcoords[i].resize(mesh->vertexCount()); + for (uint32_t j = 0; j < mesh->vertexCount(); j++) { + m_originalChartTexcoords[i][j] = mesh->texcoord(j); + } + } + + XA_PRINT("Imported Parameterization for %d charts\n", nCharts); + XA_PRINT(" RMS stretch metric: %g\n", globalParameterizationQuality.rmsStretchMetric()); + XA_PRINT(" MAX stretch metric: %g\n", globalParameterizationQuality.maxStretchMetric()); + XA_PRINT(" RMS conformal metric: %g\n", globalParameterizationQuality.rmsConformalMetric()); + XA_PRINT(" RMS authalic metric: %g\n", globalParameterizationQuality.maxAuthalicMetric()); + + + m_chartsParameterized = true; + } + + + private: + bool m_chartsComputed; + bool m_chartsParameterized; + uint32_t m_meshCount; + Array m_chartGroups; + Array m_chartGroupSourceMeshes; + Array > m_originalChartTexcoords; +}; + +#define XA_OVERLAP_CHARTS(body) \ + const int w = chartBitImage->width(); \ + const int h = chartBitImage->height(); \ + if (r == 0) { \ + for (int y = 0; y < h; y++) { \ + int yy = y + offset_y; \ + if (yy >= 0) { \ + for (int x = 0; x < w; x++) { \ + int xx = x + offset_x; \ + if (xx >= 0) { \ + if (chartBitImage->bitAt(x, y)) { \ + if (xx < atlas_w && yy < atlas_h) { \ + body \ + } \ + } \ + } \ + } \ + } \ + } \ + } \ + else if (r == 1) { \ + for (int y = 0; y < h; y++) { \ + int xx = y + offset_x; \ + if (xx >= 0) { \ + for (int x = 0; x < w; x++) { \ + int yy = x + offset_y; \ + if (yy >= 0) { \ + if (chartBitImage->bitAt(x, y)) { \ + if (xx < atlas_w && yy < atlas_h) { \ + body \ + } \ + } \ + } \ + } \ + } \ + } \ + } + +#if XA_DEBUG_EXPORT_ATLAS_IMAGES +const uint8_t TGA_TYPE_RGB = 2; +const uint8_t TGA_ORIGIN_UPPER = 0x20; + +#pragma pack(push, 1) +struct TgaHeader +{ + uint8_t id_length; + uint8_t colormap_type; + uint8_t image_type; + uint16_t colormap_index; + uint16_t colormap_length; + uint8_t colormap_size; + uint16_t x_origin; + uint16_t y_origin; + uint16_t width; + uint16_t height; + uint8_t pixel_size; + uint8_t flags; + enum { Size = 18 }; +}; +#pragma pack(pop) + +class DebugAtlasImage +{ +public: + DebugAtlasImage(uint32_t width, uint32_t height) : m_width(width), m_height(height) + { + m_data.resize(m_width * m_height * 3); + memset(m_data.data(), 0, m_data.size()); + } + + void resize(uint32_t width, uint32_t height) + { + Array data; + data.resize(width * height * 3); + memset(data.data(), 0, data.size()); + for (uint32_t y = 0; y < min(m_height, height); y++) + memcpy(&data[y * width * 3], &m_data[y * m_width * 3], min(m_width, width) * 3); + m_width = width; + m_height = height; + swap(m_data, data); + } + + void addChart(const BitImage *chartBitImage, int atlas_w, int atlas_h, int offset_x, int offset_y, int r) + { + uint8_t color[3]; + const int mix = 192; + color[0] = uint8_t((rand() % 255 + mix) * 0.5f); + color[1] = uint8_t((rand() % 255 + mix) * 0.5f); + color[2] = uint8_t((rand() % 255 + mix) * 0.5f); + XA_OVERLAP_CHARTS(uint8_t *pixel = &m_data[(xx + yy * m_width) * 3]; for (int i = 0; i < 3; i++) pixel[i] = color[i];); + } + + void writeTga(const char *filename, uint32_t width, uint32_t height) const + { + XA_DEBUG_ASSERT(sizeof(TgaHeader) == TgaHeader::Size); + FILE *f = fopen(filename, "wb"); + if (!f) + return; + TgaHeader tga; + tga.id_length = 0; + tga.colormap_type = 0; + tga.image_type = TGA_TYPE_RGB; + tga.colormap_index = 0; + tga.colormap_length = 0; + tga.colormap_size = 0; + tga.x_origin = 0; + tga.y_origin = 0; + tga.width = (uint16_t)width; + tga.height = (uint16_t)height; + tga.pixel_size = 24; + tga.flags = TGA_ORIGIN_UPPER; + fwrite(&tga, sizeof(TgaHeader), 1, f); + for (uint32_t y = 0; y < height; y++) { + for (uint32_t x = 0; x < width; x++) { + fwrite(&m_data[(x + y * m_width) * 3], 3, 1, f); + } + } + fclose(f); + } + +private: + uint32_t m_width, m_height; + Array m_data; +}; +#endif + +struct AtlasPacker +{ + AtlasPacker(Atlas *atlas) : m_atlas(atlas), m_width(0), m_height(0), m_texelsPerUnit(0) {} + + ~AtlasPacker() + { + for (uint32_t i = 0; i < m_bitImages.size(); i++) { + m_bitImages[i]->~BitImage(); + XA_FREE(m_bitImages[i]); + } + } + + uint32_t getWidth() const { return m_width; } + uint32_t getHeight() const { return m_height; } + uint32_t getNumAtlases() const { return m_bitImages.size(); } + float getTexelsPerUnit() const { return m_texelsPerUnit; } + + // Pack charts in the smallest possible rectangle. + void packCharts(const PackOptions &options, ProgressFunc progressFunc, void *progressUserData) + { + if (progressFunc) + progressFunc(ProgressCategory::PackCharts, 0, progressUserData); + const uint32_t chartCount = m_atlas->chartCount(); + XA_PRINT("Packing %u charts\n", chartCount); + if (chartCount == 0) return; + uint32_t resolution = options.resolution; + m_texelsPerUnit = options.texelsPerUnit; + if (resolution <= 0 || m_texelsPerUnit <= 0) { + if (resolution <= 0 && m_texelsPerUnit <= 0) + resolution = 1024; + float meshArea = 0; + for (uint32_t c = 0; c < chartCount; c++) { + const Chart *chart = m_atlas->chartAt(c); + meshArea += chart->computeSurfaceArea(); + } + if (resolution <= 0) { + // Estimate resolution based on the mesh surface area and given texel scale. + const float texelCount = max(1.0f, meshArea * square(m_texelsPerUnit) / 0.75f); // Assume 75% utilization. + resolution = nextPowerOfTwo(uint32_t(sqrtf(texelCount))); + XA_PRINT(" Estimating resolution as %d\n", resolution); + } + if (m_texelsPerUnit <= 0) { + // Estimate a suitable texelsPerUnit to fit the given resolution. + const float texelCount = max(1.0f, meshArea / 0.75f); // Assume 75% utilization. + m_texelsPerUnit = sqrtf((resolution * resolution) / texelCount); + XA_PRINT(" Estimating texelsPerUnit as %g\n", m_texelsPerUnit); + } + } + m_rand = MTRand(); + Array chartOrderArray; + chartOrderArray.resize(chartCount); + Array chartExtents; + chartExtents.resize(chartCount); + for (uint32_t c = 0; c < chartCount; c++) { + Chart *chart = m_atlas->chartAt(c); + Vector2 extents(0.0f); + // Compute surface area to sort charts. + const float chartArea = chart->computeSurfaceArea(); + //chartOrderArray[c] = chartArea; + // Compute chart scale + float parametricArea = fabsf(chart->computeParametricArea()); // @@ There doesn't seem to be anything preventing parametric area to be negative. + if (parametricArea < XA_EPSILON) { + // When the parametric area is too small we use a rough approximation to prevent divisions by very small numbers. + Vector2 bounds = chart->computeParametricBounds(); + parametricArea = bounds.x * bounds.y; + } + float scale = (chartArea / parametricArea) * m_texelsPerUnit; + if (parametricArea == 0) { // < XA_EPSILON) + scale = 0; + } + XA_ASSERT(isFinite(scale)); + // Compute bounding box of chart. + Vector2 majorAxis, minorAxis, origin, end; + computeBoundingBox(chart, &majorAxis, &minorAxis, &origin, &end); + XA_ASSERT(isFinite(majorAxis) && isFinite(minorAxis) && isFinite(origin)); + // Sort charts by perimeter. @@ This is sometimes producing somewhat unexpected results. Is this right? + //chartOrderArray[c] = ((end.x - origin.x) + (end.y - origin.y)) * scale; + // Translate, rotate and scale vertices. Compute extents. + Mesh *mesh = chart->mesh(); + const uint32_t vertexCount = mesh->vertexCount(); + for (uint32_t i = 0; i < vertexCount; i++) { + Vector2 tmp; + const Vector2 &texcoord = mesh->texcoord(i); + tmp.x = dot(texcoord, majorAxis); + tmp.y = dot(texcoord, minorAxis); + tmp -= origin; + tmp *= scale; + XA_DEBUG_ASSERT(tmp.x >= 0 && tmp.y >= 0); + XA_DEBUG_ASSERT(isFinite(tmp.x) && isFinite(tmp.y)); + mesh->texcoord(i) = tmp; + extents = max(extents, tmp); + } + XA_DEBUG_ASSERT(extents.x >= 0 && extents.y >= 0); + // Limit chart size. + const float maxChartSize = (float)options.maxChartSize; + if (extents.x > maxChartSize || extents.y > maxChartSize) { + const float limit = max(extents.x, extents.y); + scale = maxChartSize / (limit + 1.0f); + for (uint32_t i = 0; i < vertexCount; i++) + mesh->texcoord(i) *= scale; + extents *= scale; + XA_DEBUG_ASSERT(extents.x <= maxChartSize && extents.y <= maxChartSize); + } + // Scale the charts to use the entire texel area available. So, if the width is 0.1 we could scale it to 1 without increasing the lightmap usage and making a better + // use of it. In many cases this also improves the look of the seams, since vertices on the chart boundaries have more chances of being aligned with the texel centers. + float scale_x = 1.0f; + float scale_y = 1.0f; + float divide_x = 1.0f; + float divide_y = 1.0f; + if (extents.x > 0) { + int cw = ftoi_ceil(extents.x); + if (options.blockAlign) { + // Align all chart extents to 4x4 blocks, but taking padding into account. + if (options.conservative) { + cw = align(cw + 2, 4) - 2; + } else { + cw = align(cw + 1, 4) - 1; + } + } + scale_x = (float(cw) - XA_EPSILON); + divide_x = extents.x; + extents.x = float(cw); + } + if (extents.y > 0) { + int ch = ftoi_ceil(extents.y); + if (options.blockAlign) { + // Align all chart extents to 4x4 blocks, but taking padding into account. + if (options.conservative) { + ch = align(ch + 2, 4) - 2; + } else { + ch = align(ch + 1, 4) - 1; + } + } + scale_y = (float(ch) - XA_EPSILON); + divide_y = extents.y; + extents.y = float(ch); + } + for (uint32_t v = 0; v < vertexCount; v++) { + Vector2 &texcoord = mesh->texcoord(v); + texcoord.x /= divide_x; + texcoord.y /= divide_y; + texcoord.x *= scale_x; + texcoord.y *= scale_y; + XA_ASSERT(isFinite(texcoord.x) && isFinite(texcoord.y)); + } + chartExtents[c] = extents; + // Sort charts by perimeter. + chartOrderArray[c] = extents.x + extents.y; + } + // @@ We can try to improve compression of small charts by sorting them by proximity like we do with vertex samples. + // @@ How to do that? One idea: compute chart centroid, insert into grid, compute morton index of the cell, sort based on morton index. + // @@ We would sort by morton index, first, then quantize the chart sizes, so that all small charts have the same size, and sort by size preserving the morton order. + // Sort charts by area. + m_radix = RadixSort(); + m_radix.sort(chartOrderArray); + const uint32_t *ranks = m_radix.ranks(); +#if XA_DEBUG_EXPORT_ATLAS_IMAGES + Array debugAtlasImages; +#endif + // Add sorted charts to bitImage. + int w = 0, h = 0; + int progress = 0; + for (uint32_t i = 0; i < chartCount; i++) { + uint32_t c = ranks[chartCount - i - 1]; // largest chart first + Chart *chart = m_atlas->chartAt(c); + BitImage chartBitImage; + // @@ Add special cases for dot and line charts. @@ Lightmap rasterizer also needs to handle these special cases. + // @@ We could also have a special case for chart quads. If the quad surface <= 4 texels, align vertices with texel centers and do not add padding. May be very useful for foliage. + // @@ In general we could reduce the padding of all charts by one texel by using a rasterizer that takes into account the 2-texel footprint of the tent bilinear filter. For example, + // if we have a chart that is less than 1 texel wide currently we add one texel to the left and one texel to the right creating a 3-texel-wide bitImage. However, if we know that the + // chart is only 1 texel wide we could align it so that it only touches the footprint of two texels: + // | | <- Touches texels 0, 1 and 2. + // | | <- Only touches texels 0 and 1. + // \ \ / \ / / + // \ X X / + // \ / \ / \ / + // V V V + // 0 1 2 + if (options.conservative) { + // Init all bits to 0. + chartBitImage.resize(ftoi_ceil(chartExtents[c].x) + 1 + options.padding, ftoi_ceil(chartExtents[c].y) + 1 + options.padding, false); // + 2 to add padding on both sides. + // Rasterize chart and dilate. + drawChartBitImageDilate(chart, &chartBitImage, options.padding); + } else { + // Init all bits to 0. + chartBitImage.resize(ftoi_ceil(chartExtents[c].x) + 1, ftoi_ceil(chartExtents[c].y) + 1, false); // Add half a texels on each side. + // Rasterize chart and dilate. + drawChartBitImage(chart, &chartBitImage, Vector2(1), Vector2(0.5)); + } + uint32_t currentBitImageIndex = 0; + int best_x = 0, best_y = 0; + int best_cw = 0, best_ch = 0; // Includes padding now. + int best_r = 0; + for (;;) + { + bool firstChartInBitImage = false; + if (currentBitImageIndex + 1 > m_bitImages.size()) { + // Chart doesn't fit in the current bitImage, create a new one. + BitImage *bi = XA_NEW(BitImage); + bi->clearAll(); + bi->resize(resolution, resolution, false); + m_bitImages.push_back(bi); + firstChartInBitImage = true; +#if XA_DEBUG_EXPORT_ATLAS_IMAGES + DebugAtlasImage *di = XA_NEW(DebugAtlasImage, resolution, resolution); + debugAtlasImages.push_back(di); +#endif + } + const bool foundLocation = findChartLocation(options.attempts, m_bitImages[currentBitImageIndex], &chartBitImage, chartExtents[c], w, h, &best_x, &best_y, &best_cw, &best_ch, &best_r, options.blockAlign, options.resolution <= 0); + if (firstChartInBitImage && !foundLocation) { + // Chart doesn't fit in an empty, newly allocated bitImage. texelsPerUnit must be too large for the resolution. + XA_ASSERT(true && "chart doesn't fit"); + break; + } + if (options.resolution <= 0) { + XA_DEBUG_ASSERT(foundLocation); + break; + } + if (foundLocation) + break; + // Chart doesn't fit in the current bitImage, try the next one. + currentBitImageIndex++; + } + // Update parametric extents. + w = max(w, best_x + best_cw); + h = max(h, best_y + best_ch); + if (options.resolution <= 0) { + // Resize bitImage if necessary. + if (uint32_t(w) > m_bitImages[0]->width() || uint32_t(h) > m_bitImages[0]->height()) { + m_bitImages[0]->resize(nextPowerOfTwo(uint32_t(w)), nextPowerOfTwo(uint32_t(h)), false); +#if XA_DEBUG_EXPORT_ATLAS_IMAGES + debugAtlasImages[0]->resize(m_bitImages[0]->width(), m_bitImages[0]->height()); +#endif + } + } else { + w = min((int)options.resolution, w); + h = min((int)options.resolution, h); + } + addChart(m_bitImages[currentBitImageIndex], &chartBitImage, w, h, best_x, best_y, best_r); +#if XA_DEBUG_EXPORT_ATLAS_IMAGES + debugAtlasImages[currentBitImageIndex]->addChart(&chartBitImage, w, h, best_x, best_y, best_r); +#endif + chart->atlasIndex = (int32_t)currentBitImageIndex; + // Translate and rotate chart texture coordinates. + Mesh *mesh = chart->mesh(); + const uint32_t vertexCount = mesh->vertexCount(); + for (uint32_t v = 0; v < vertexCount; v++) { + Vector2 &texcoord = mesh->texcoord(v); + Vector2 t = texcoord; + if (best_r) + swap(t.x, t.y); + texcoord.x = best_x + t.x + 0.5f; + texcoord.y = best_y + t.y + 0.5f; + XA_ASSERT(texcoord.x >= 0 && texcoord.y >= 0); + XA_ASSERT(isFinite(texcoord.x) && isFinite(texcoord.y)); + } + if (progressFunc) { + const int newProgress = int((i + 1) / (float)chartCount * 100.0f); + if (newProgress != progress) { + progress = newProgress; + progressFunc(ProgressCategory::PackCharts, progress, progressUserData); + } + } + } + //w -= padding - 1; // Leave one pixel border! + //h -= padding - 1; + m_width = max(0, w); + m_height = max(0, h); + if (options.resolution > 0) + m_width = m_height = options.resolution; + XA_PRINT(" %dx%d resolution\n", m_width, m_height); +#if XA_DEBUG_EXPORT_ATLAS_IMAGES + for (uint32_t i = 0; i < debugAtlasImages.size(); i++) { + char filename[256]; + sprintf(filename, "debug_atlas%0.2u.tga", i); + debugAtlasImages[i]->writeTga(filename, m_width, m_height); + debugAtlasImages[i]->~DebugAtlasImage(); + XA_FREE(debugAtlasImages[i]); + } +#endif + if (progressFunc && progress != 100) + progressFunc(ProgressCategory::PackCharts, 0, progressUserData); + } + + float computeAtlasUtilization(uint32_t atlasIndex) const + { + const uint32_t w = m_width; + const uint32_t h = m_height; + BitImage *bm = m_bitImages[atlasIndex]; + XA_DEBUG_ASSERT(w <= bm->width()); + XA_DEBUG_ASSERT(h <= bm->height()); + uint32_t count = 0; + for (uint32_t y = 0; y < h; y++) { + for (uint32_t x = 0; x < w; x++) { + count += bm->bitAt(x, y); + } + } + return float(count) / (w * h); + } + +private: + // IC: Brute force is slow, and random may take too much time to converge. We start inserting large charts in a small atlas. Using brute force is lame, because most of the space + // is occupied at this point. At the end we have many small charts and a large atlas with sparse holes. Finding those holes randomly is slow. A better approach would be to + // start stacking large charts as if they were tetris pieces. Once charts get small try to place them randomly. It may be interesting to try a intermediate strategy, first try + // along one axis and then try exhaustively along that axis. + bool findChartLocation(int attempts, const BitImage *atlasBitImage, const BitImage *chartBitImage, const Vector2 &extents, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, bool blockAligned, bool resizableAtlas) + { + if (attempts <= 0 || attempts >= w * h) + return findChartLocation_bruteForce(atlasBitImage, chartBitImage, extents, w, h, best_x, best_y, best_w, best_h, best_r, blockAligned, resizableAtlas); + return findChartLocation_random(atlasBitImage, chartBitImage, extents, w, h, best_x, best_y, best_w, best_h, best_r, attempts, blockAligned, resizableAtlas); + } + + bool findChartLocation_bruteForce(const BitImage *atlasBitImage, const BitImage *chartBitImage, const Vector2 &/*extents*/, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, bool blockAligned, bool resizableAtlas) + { + bool result = false; + const int BLOCK_SIZE = 4; + int best_metric = INT_MAX; + int step_size = blockAligned ? BLOCK_SIZE : 1; + // Try two different orientations. + for (int r = 0; r < 2; r++) { + int cw = chartBitImage->width(); + int ch = chartBitImage->height(); + if (r & 1) + swap(cw, ch); + for (int y = 0; y <= h + step_size; y += step_size) { // + 1 to extend atlas in case atlas full. + for (int x = 0; x <= w + step_size; x += step_size) { // + 1 not really necessary here. + if (!resizableAtlas && (x > (int)atlasBitImage->width() - cw || y > (int)atlasBitImage->height() - ch)) + continue; + // Early out. + int area = max(w, x + cw) * max(h, y + ch); + //int perimeter = max(w, x+cw) + max(h, y+ch); + int extents = max(max(w, x + cw), max(h, y + ch)); + int metric = extents * extents + area; + if (metric > best_metric) { + continue; + } + if (metric == best_metric && max(x, y) >= max(*best_x, *best_y)) { + // If metric is the same, pick the one closest to the origin. + continue; + } + if (canAddChart(atlasBitImage, chartBitImage, w, h, x, y, r)) { + result = true; + best_metric = metric; + *best_x = x; + *best_y = y; + *best_w = cw; + *best_h = ch; + *best_r = r; + if (area == w * h) { + // Chart is completely inside, do not look at any other location. + goto done; + } + } + } + } + } + done: + XA_DEBUG_ASSERT (best_metric != INT_MAX); + return result; + } + + bool findChartLocation_random(const BitImage *atlasBitImage, const BitImage *chartBitImage, const Vector2 &/*extents*/, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, int minTrialCount, bool blockAligned, bool resizableAtlas) + { + bool result = false; + const int BLOCK_SIZE = 4; + int best_metric = INT_MAX; + for (int i = 0; i < minTrialCount; i++) { + int cw = chartBitImage->width(); + int ch = chartBitImage->height(); + int r = m_rand.getRange(1); + if (r & 1) + swap(cw, ch); + // + 1 to extend atlas in case atlas full. We may want to use a higher number to increase probability of extending atlas. + int xRange = w + 1; + int yRange = h + 1; + if (!resizableAtlas) { + xRange = min(xRange, (int)atlasBitImage->width() - cw); + yRange = min(yRange, (int)atlasBitImage->height() - ch); + } + int x = m_rand.getRange(xRange); + int y = m_rand.getRange(yRange); + if (blockAligned) { + x = align(x, BLOCK_SIZE); + y = align(y, BLOCK_SIZE); + if (!resizableAtlas && (x > (int)atlasBitImage->width() - cw || y > (int)atlasBitImage->height() - ch)) + continue; // Block alignment pushed the chart outside the atlas. + } + // Early out. + int area = max(w, x + cw) * max(h, y + ch); + //int perimeter = max(w, x+cw) + max(h, y+ch); + int extents = max(max(w, x + cw), max(h, y + ch)); + int metric = extents * extents + area; + if (metric > best_metric) { + continue; + } + if (metric == best_metric && min(x, y) > min(*best_x, *best_y)) { + // If metric is the same, pick the one closest to the origin. + continue; + } + if (canAddChart(atlasBitImage, chartBitImage, w, h, x, y, r)) { + result = true; + best_metric = metric; + *best_x = x; + *best_y = y; + *best_w = cw; + *best_h = ch; + *best_r = r; + if (area == w * h) { + // Chart is completely inside, do not look at any other location. + break; + } + } + } + return result; + } + + void drawChartBitImageDilate(const Chart *chart, BitImage *bitImage, uint32_t padding) + { + const uint32_t w = bitImage->width(); + const uint32_t h = bitImage->height(); + const Vector2 extents = Vector2(float(w), float(h)); + // Rasterize chart faces, check that all bits are not set. + const Mesh *mesh = chart->mesh(); + const uint32_t faceCount = mesh->faceCount(); + for (uint32_t f = 0; f < faceCount; f++) { + const Face *face = mesh->faceAt(f); + // Triangle fan. Assuming face is convex. + for (uint32_t j = 0; j < face->nIndices - 2; j++) { + Vector2 vertices[3]; + vertices[0] = mesh->texcoord(mesh->vertexAt(face->firstIndex + 0)); + vertices[1] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 1)); + vertices[2] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 2)); + for (uint32_t k = 0; k < 3; k++) { + vertices[k] = vertices[k] + Vector2(0.5f) + Vector2(float(padding)); + XA_ASSERT(ftoi_ceil(vertices[k].x) >= 0); + XA_ASSERT(ftoi_ceil(vertices[k].y) >= 0); + XA_ASSERT(ftoi_ceil(vertices[k].x) <= (int)w); + XA_ASSERT(ftoi_ceil(vertices[k].y) <= (int)h); + } + raster::drawTriangle(raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::setBitsCallback, bitImage); + } + } + // Expand chart by padding pixels. (dilation) + BitImage tmp(w, h); + for (uint32_t i = 0; i < padding; i++) { + tmp.clearAll(); + for (uint32_t y = 0; y < h; y++) { + for (uint32_t x = 0; x < w; x++) { + bool b = bitImage->bitAt(x, y); + if (!b) { + if (x > 0) { + b |= bitImage->bitAt(x - 1, y); + if (y > 0) b |= bitImage->bitAt(x - 1, y - 1); + if (y < h - 1) b |= bitImage->bitAt(x - 1, y + 1); + } + if (y > 0) b |= bitImage->bitAt(x, y - 1); + if (y < h - 1) b |= bitImage->bitAt(x, y + 1); + if (x < w - 1) { + b |= bitImage->bitAt(x + 1, y); + if (y > 0) b |= bitImage->bitAt(x + 1, y - 1); + if (y < h - 1) b |= bitImage->bitAt(x + 1, y + 1); + } + } + if (b) tmp.setBitAt(x, y); + } + } + swap(tmp, *bitImage); + } + } + + void drawChartBitImage(const Chart *chart, BitImage *bitImage, const Vector2 &scale, const Vector2 &offset) + { + const int w = bitImage->width(); + const int h = bitImage->height(); + const Vector2 extents = Vector2(float(w), float(h)); + static const Vector2 pad[4] = { + Vector2(-0.5, -0.5), + Vector2(0.5, -0.5), + Vector2(-0.5, 0.5), + Vector2(0.5, 0.5) + }; + // Rasterize 4 times to add proper padding. + for (int i = 0; i < 4; i++) { + // Rasterize chart faces, check that all bits are not set. + const Mesh *mesh = chart->mesh(); + const uint32_t faceCount = mesh->faceCount(); + for (uint32_t f = 0; f < faceCount; f++) { + const Face *face = mesh->faceAt(f); + // Triangle fan. Assuming face is convex. + for (uint32_t j = 0; j < face->nIndices - 2; j++) { + Vector2 vertices[3]; + vertices[0] = mesh->texcoord(mesh->vertexAt(face->firstIndex + 0)); + vertices[1] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 1)); + vertices[2] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 2)); + for (uint32_t k = 0; k < 3; k++) { + vertices[k] = vertices[k] * scale + offset + pad[i]; + XA_ASSERT(ftoi_ceil(vertices[k].x) >= 0); + XA_ASSERT(ftoi_ceil(vertices[k].y) >= 0); + XA_ASSERT(ftoi_ceil(vertices[k].x) <= w); + XA_ASSERT(ftoi_ceil(vertices[k].y) <= h); + } + raster::drawTriangle(raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::setBitsCallback, bitImage); + } + } + } + // Expand chart by padding pixels. (dilation) + BitImage tmp(w, h); + tmp.clearAll(); + for (int y = 0; y < h; y++) { + for (int x = 0; x < w; x++) { + bool b = bitImage->bitAt(x, y); + if (!b) { + if (x > 0) { + b |= bitImage->bitAt(x - 1, y); + if (y > 0) b |= bitImage->bitAt(x - 1, y - 1); + if (y < h - 1) b |= bitImage->bitAt(x - 1, y + 1); + } + if (y > 0) b |= bitImage->bitAt(x, y - 1); + if (y < h - 1) b |= bitImage->bitAt(x, y + 1); + if (x < w - 1) { + b |= bitImage->bitAt(x + 1, y); + if (y > 0) b |= bitImage->bitAt(x + 1, y - 1); + if (y < h - 1) b |= bitImage->bitAt(x + 1, y + 1); + } + } + if (b) tmp.setBitAt(x, y); + } + } + swap(tmp, *bitImage); + } + + bool canAddChart(const BitImage *atlasBitImage, const BitImage *chartBitImage, int atlas_w, int atlas_h, int offset_x, int offset_y, int r) + { + XA_DEBUG_ASSERT(r == 0 || r == 1); + XA_OVERLAP_CHARTS(if (atlasBitImage->bitAt(xx, yy)) return false;); + return true; + } + + void addChart(BitImage *atlasBitImage, const BitImage *chartBitImage, int atlas_w, int atlas_h, int offset_x, int offset_y, int r) + { + XA_DEBUG_ASSERT(r == 0 || r == 1); + XA_OVERLAP_CHARTS(XA_DEBUG_ASSERT(atlasBitImage->bitAt(xx, yy) == false); atlasBitImage->setBitAt(xx, yy);); + } + + static bool setBitsCallback(void *param, int x, int y, const Vector3 &, const Vector3 &, const Vector3 &, float area) + { + BitImage *bitImage = (BitImage * )param; + if (area > 0.0) { + bitImage->setBitAt(x, y); + } + return true; + } + + // Compute the convex hull using Graham Scan. + static void convexHull(const Array &input, Array &output, float epsilon) + { + const uint32_t inputCount = input.size(); + Array coords; + coords.resize(inputCount); + for (uint32_t i = 0; i < inputCount; i++) { + coords[i] = input[i].x; + } + RadixSort radix; + radix.sort(coords); + const uint32_t *ranks = radix.ranks(); + Array top; + top.reserve(inputCount); + Array bottom; + bottom.reserve(inputCount); + Vector2 P = input[ranks[0]]; + Vector2 Q = input[ranks[inputCount - 1]]; + float topy = max(P.y, Q.y); + float boty = min(P.y, Q.y); + for (uint32_t i = 0; i < inputCount; i++) { + Vector2 p = input[ranks[i]]; + if (p.y >= boty) top.push_back(p); + } + for (uint32_t i = 0; i < inputCount; i++) { + Vector2 p = input[ranks[inputCount - 1 - i]]; + if (p.y <= topy) bottom.push_back(p); + } + // Filter top list. + output.clear(); + output.push_back(top[0]); + output.push_back(top[1]); + for (uint32_t i = 2; i < top.size(); ) { + Vector2 a = output[output.size() - 2]; + Vector2 b = output[output.size() - 1]; + Vector2 c = top[i]; + float area = triangleArea(a, b, c); + if (area >= -epsilon) { + output.pop_back(); + } + if (area < -epsilon || output.size() == 1) { + output.push_back(c); + i++; + } + } + uint32_t top_count = output.size(); + output.push_back(bottom[1]); + // Filter bottom list. + for (uint32_t i = 2; i < bottom.size(); ) { + Vector2 a = output[output.size() - 2]; + Vector2 b = output[output.size() - 1]; + Vector2 c = bottom[i]; + float area = triangleArea(a, b, c); + if (area >= -epsilon) { + output.pop_back(); + } + if (area < -epsilon || output.size() == top_count) { + output.push_back(c); + i++; + } + } + // Remove duplicate element. + XA_DEBUG_ASSERT(output.front() == output.back()); + output.pop_back(); + } + + // This should compute convex hull and use rotating calipers to find the best box. Currently it uses a brute force method. + static void computeBoundingBox(const Chart *chart, Vector2 *majorAxis, Vector2 *minorAxis, Vector2 *minCorner, Vector2 *maxCorner) + { + // Compute list of boundary points. + Array points; + points.reserve(16); + const Mesh *mesh = chart->mesh(); + const uint32_t vertexCount = mesh->vertexCount(); + uint32_t bp = 0; + for (uint32_t v = 0; v < vertexCount; v++) { + if (mesh->isBoundaryVertex(v)) { + points.push_back(mesh->texcoord(v)); + bp++; + } + } + XA_DEBUG_ASSERT(points.size() > 0); + Array hull; + convexHull(points, hull, 0.00001f); + // @@ Ideally I should use rotating calipers to find the best box. Using brute force for now. + float best_area = FLT_MAX; + Vector2 best_min(0); + Vector2 best_max(0); + Vector2 best_axis(0); + const uint32_t hullCount = hull.size(); + for (uint32_t i = 0, j = hullCount - 1; i < hullCount; j = i, i++) { + if (equal(hull[i], hull[j])) { + continue; + } + Vector2 axis = normalize(hull[i] - hull[j], 0.0f); + XA_DEBUG_ASSERT(isFinite(axis)); + // Compute bounding box. + Vector2 box_min(FLT_MAX, FLT_MAX); + Vector2 box_max(-FLT_MAX, -FLT_MAX); + for (uint32_t v = 0; v < hullCount; v++) { + Vector2 point = hull[v]; + const float x = dot(axis, point); + const float y = dot(Vector2(-axis.y, axis.x), point); + box_min.x = min(box_min.x, x); + box_max.x = max(box_max.x, x); + box_min.y = min(box_min.y, y); + box_max.y = max(box_max.y, y); + } + // Compute box area. + const float area = (box_max.x - box_min.x) * (box_max.y - box_min.y); + if (area < best_area) { + best_area = area; + best_min = box_min; + best_max = box_max; + best_axis = axis; + } + } + // Consider all points, not only boundary points, in case the input chart is malformed. + for (uint32_t i = 0; i < vertexCount; i++) { + const Vector2 &point = mesh->texcoord(i); + const float x = dot(best_axis, point); + const float y = dot(Vector2(-best_axis.y, best_axis.x), point); + best_min.x = min(best_min.x, x); + best_max.x = max(best_max.x, x); + best_min.y = min(best_min.y, y); + best_max.y = max(best_max.y, y); + } + *majorAxis = best_axis; + *minorAxis = Vector2(-best_axis.y, best_axis.x); + *minCorner = best_min; + *maxCorner = best_max; + } + + Atlas *m_atlas; + Array m_bitImages; + RadixSort m_radix; + uint32_t m_width; + uint32_t m_height; + float m_texelsPerUnit; + MTRand m_rand; +}; + +} // namespace param +} // namespace internal + +struct Context +{ + Atlas atlas; + internal::param::Atlas paramAtlas; + internal::task::Scheduler *taskScheduler; +}; + +Atlas *Create() +{ + Context *ctx = XA_NEW(Context); + ctx->atlas.atlasCount = 0; + ctx->atlas.chartCount = 0; + ctx->atlas.height = 0; + ctx->atlas.meshCount = 0; + ctx->atlas.meshes = NULL; + ctx->atlas.texelsPerUnit = 0; + ctx->atlas.utilization = NULL; + ctx->atlas.width = 0; + ctx->taskScheduler = XA_NEW(internal::task::Scheduler); + return &ctx->atlas; +} + +static void DestroyOutputMeshes(Context *ctx) +{ + if (!ctx->atlas.meshes) + return; + for (int i = 0; i < (int)ctx->atlas.meshCount; i++) { + Mesh &mesh = ctx->atlas.meshes[i]; + for (uint32_t j = 0; j < mesh.chartCount; j++) + XA_FREE(mesh.chartArray[j].indexArray); + XA_FREE(mesh.chartArray); + XA_FREE(mesh.vertexArray); + XA_FREE(mesh.indexArray); + } + XA_FREE(ctx->atlas.meshes); + ctx->atlas.meshes = NULL; +} + +void Destroy(Atlas *atlas) +{ + XA_DEBUG_ASSERT(atlas); + Context *ctx = (Context *)atlas; + if (atlas->utilization) + XA_FREE(atlas->utilization); + DestroyOutputMeshes(ctx); + ctx->taskScheduler->~Scheduler(); + XA_FREE(ctx->taskScheduler); + ctx->~Context(); + XA_FREE(ctx); +#if XA_DEBUG_HEAP + internal::ReportAllocs(); +#endif +} + +static internal::Vector3 DecodePosition(const MeshDecl &meshDecl, uint32_t index) +{ + XA_DEBUG_ASSERT(meshDecl.vertexPositionData); + XA_DEBUG_ASSERT(meshDecl.vertexPositionStride > 0); + return *((const internal::Vector3 *)&((const uint8_t *)meshDecl.vertexPositionData)[meshDecl.vertexPositionStride * index]); +} + +static internal::Vector3 DecodeNormal(const MeshDecl &meshDecl, uint32_t index) +{ + XA_DEBUG_ASSERT(meshDecl.vertexNormalData); + XA_DEBUG_ASSERT(meshDecl.vertexNormalStride > 0); + return *((const internal::Vector3 *)&((const uint8_t *)meshDecl.vertexNormalData)[meshDecl.vertexNormalStride * index]); +} + +static internal::Vector2 DecodeUv(const MeshDecl &meshDecl, uint32_t index) +{ + XA_DEBUG_ASSERT(meshDecl.vertexUvData); + XA_DEBUG_ASSERT(meshDecl.vertexUvStride > 0); + return *((const internal::Vector2 *)&((const uint8_t *)meshDecl.vertexUvData)[meshDecl.vertexUvStride * index]); +} + +static uint32_t DecodeIndex(IndexFormat::Enum format, const void *indexData, int32_t offset, uint32_t i) +{ + XA_DEBUG_ASSERT(indexData); + if (format == IndexFormat::UInt16) + return uint16_t((int32_t)((const uint16_t *)indexData)[i] + offset); + return uint32_t((int32_t)((const uint32_t *)indexData)[i] + offset); +} + +AddMeshError::Enum AddMesh(Atlas *atlas, const MeshDecl &meshDecl) +{ + XA_DEBUG_ASSERT(atlas); + XA_DEBUG_ASSERT(meshDecl.vertexCount > 0); + XA_DEBUG_ASSERT(meshDecl.indexCount > 0); + Context *ctx = (Context *)atlas; + XA_PRINT("Adding mesh %d: %u vertices, %u triangles\n", atlas->meshCount, meshDecl.vertexCount, meshDecl.indexCount / 3); + // Expecting triangle faces. + if ((meshDecl.indexCount % 3) != 0) + return AddMeshError::InvalidIndexCount; + // Check if any index is out of range. + for (uint32_t i = 0; i < meshDecl.indexCount; i++) { + const uint32_t index = DecodeIndex(meshDecl.indexFormat, meshDecl.indexData, meshDecl.indexOffset, i); + if (index >= meshDecl.vertexCount) + return AddMeshError::IndexOutOfRange; + } + uint32_t meshFlags = 0; + if (meshDecl.vertexNormalData) + meshFlags |= internal::MeshFlags::HasNormals; + internal::Mesh *mesh = XA_NEW(internal::Mesh, meshFlags, meshDecl.vertexCount, meshDecl.indexCount / 3, atlas->meshCount); + for (uint32_t i = 0; i < meshDecl.vertexCount; i++) { + internal::Vector3 normal(0.0f); + internal::Vector2 texcoord(0.0f); + if (meshDecl.vertexNormalData) + normal = DecodeNormal(meshDecl, i); + if (meshDecl.vertexUvData) + texcoord = DecodeUv(meshDecl, i); + mesh->addVertex(DecodePosition(meshDecl, i), normal, texcoord); + } + for (uint32_t i = 0; i < meshDecl.indexCount / 3; i++) { + uint32_t tri[3]; + for (int j = 0; j < 3; j++) + tri[j] = DecodeIndex(meshDecl.indexFormat, meshDecl.indexData, meshDecl.indexOffset, i * 3 + j); + uint32_t faceFlags = 0; + // Check for degenerate or zero length edges. + for (int j = 0; j < 3; j++) { + const uint32_t index1 = tri[j]; + const uint32_t index2 = tri[(j + 1) % 3]; + if (index1 == index2) { + faceFlags |= internal::FaceFlags::Ignore; + XA_PRINT(" Degenerate edge: index %d, index %d\n", index1, index2); + break; + } + const internal::Vector3 &pos1 = mesh->position(index1); + const internal::Vector3 &pos2 = mesh->position(index2); + if (internal::length(pos2 - pos1) <= 0.0f) { + faceFlags |= internal::FaceFlags::Ignore; + XA_PRINT(" Zero length edge: index %d position (%g %g %g), index %d position (%g %g %g)\n", index1, pos1.x, pos1.y, pos1.z, index2, pos2.x, pos2.y, pos2.z); + break; + } + } + // Check for zero area faces. Don't bother if a degenerate or zero length edge was already detected. + if (!(faceFlags & internal::FaceFlags::Ignore)) { + const internal::Vector3 &a = mesh->position(tri[0]); + const internal::Vector3 &b = mesh->position(tri[1]); + const internal::Vector3 &c = mesh->position(tri[2]); + const float area = internal::length(internal::cross(b - a, c - a)) * 0.5f; + if (area <= FLT_EPSILON) { + // faceFlags |= internal::FaceFlags::Ignore; // [Bruno] I can have zero-faces areas when triangulating quads... + XA_PRINT(" Zero area face: %d, indices (%d %d %d), area is %f\n", i, tri[0], tri[1], tri[2], area); + } + } + if (meshDecl.faceIgnoreData && meshDecl.faceIgnoreData[i]) + faceFlags |= internal::FaceFlags::Ignore; + mesh->addFace(tri[0], tri[1], tri[2], faceFlags); + } + mesh->createColocals(); + mesh->createFaceGroups(); + mesh->createBoundaries(); +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_SOURCE_MESHES + char filename[256]; + sprintf(filename, "debug_mesh_%0.3u.obj", mesh->id()); + FILE *file = fopen(filename, "w"); + if (file) { + mesh->writeObjVertices(file); + // groups + uint32_t numGroups = 0; + for (uint32_t i = 0; i < mesh->faceGroupCount(); i++) { + if (mesh->faceGroupAt(i) != UINT32_MAX) + numGroups = internal::max(numGroups, mesh->faceGroupAt(i) + 1); + } + for (uint32_t i = 0; i < numGroups; i++) { + fprintf(file, "o group_%0.4d\n", i); + fprintf(file, "s off\n"); + for (uint32_t f = 0; f < mesh->faceGroupCount(); f++) { + if (mesh->faceGroupAt(f) == i) + mesh->writeObjFace(file, f); + } + } + fprintf(file, "o group_ignored\n"); + fprintf(file, "s off\n"); + for (uint32_t f = 0; f < mesh->faceGroupCount(); f++) { + if (mesh->faceGroupAt(f) == UINT32_MAX) + mesh->writeObjFace(file, f); + } + mesh->writeObjBoundaryEges(file); + fclose(file); + } +#endif + ctx->paramAtlas.addMesh(mesh); + mesh->~Mesh(); + XA_FREE(mesh); + atlas->meshCount++; + return AddMeshError::Success; +} + +void Generate(Atlas *atlas, ChartOptions chartOptions, ParameterizeFunc paramFunc, PackOptions packOptions, ProgressFunc progressFunc, void *progressUserData) +{ + if (!atlas) { + XA_PRINT_WARNING("Generate: atlas is NULL.\n"); + return; + } + Context *ctx = (Context *)atlas; + if (ctx->paramAtlas.meshCount() == 0) { + XA_PRINT_WARNING("Generate: No meshes. Call AddMesh first.\n"); + return; + } + ComputeCharts(atlas, chartOptions, progressFunc, progressUserData); + ParameterizeCharts(atlas, paramFunc, progressFunc, progressUserData); + PackCharts(atlas, packOptions, progressFunc, progressUserData); +} + +void ComputeCharts(Atlas *atlas, ChartOptions chartOptions, ProgressFunc progressFunc, void *progressUserData) +{ + if (!atlas) { + XA_PRINT_WARNING("ComputeCharts: atlas is NULL.\n"); + return; + } + Context *ctx = (Context *)atlas; + if (ctx->paramAtlas.meshCount() == 0) { + XA_PRINT_WARNING("ComputeCharts: No meshes. Call AddMesh first.\n"); + return; + } + XA_PRINT("Computing charts\n"); + atlas->chartCount = 0; + ctx->paramAtlas.computeCharts(ctx->taskScheduler, chartOptions, progressFunc, progressUserData); + // Count charts. + for (uint32_t i = 0; i < ctx->paramAtlas.meshCount(); i++) { + for (uint32_t j = 0; j < ctx->paramAtlas.chartGroupCount(i); j++) { + const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, j); + if (!chartGroup->isVertexMap()) + atlas->chartCount += chartGroup->chartCount(); + } + } +} + +void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func, ProgressFunc progressFunc, void *progressUserData) +{ + if (!atlas) { + XA_PRINT_WARNING("ParameterizeCharts: atlas is NULL.\n"); + return; + } + Context *ctx = (Context *)atlas; + if (ctx->paramAtlas.meshCount() == 0) { + XA_PRINT_WARNING("ParameterizeCharts: No meshes. Call AddMesh first.\n"); + return; + } + if (!ctx->paramAtlas.chartsComputed()) { + XA_PRINT_WARNING("ParameterizeCharts: ComputeCharts must be called first.\n"); + return; + } + atlas->atlasCount = 0; + atlas->height = 0; + atlas->texelsPerUnit = 0; + atlas->width = 0; + if (atlas->utilization) { + XA_FREE(atlas->utilization); + atlas->utilization = NULL; + } + DestroyOutputMeshes(ctx); + XA_PRINT("Parameterizing charts\n"); + ctx->paramAtlas.parameterizeCharts(ctx->taskScheduler, func, progressFunc, progressUserData); + // Print warnings for charts the have invalid parameterizations. Do that here, rather than when the parameterization quality is evaulated, so the chart index can be paired with the warning. + uint32_t chartIndex = 0; + for (uint32_t i = 0; i < ctx->paramAtlas.meshCount(); i++) { + for (uint32_t j = 0; j < ctx->paramAtlas.chartGroupCount(i); j++) { + const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, j); + if (chartGroup->isVertexMap()) + continue; + for (uint32_t k = 0; k < chartGroup->chartCount(); k++) { + const internal::param::Chart *chart = chartGroup->chartAt(k); + const internal::param::ParameterizationQuality &quality = chart->paramQuality(); + if (quality.flippedTriangleCount() > 0) { + XA_PRINT_WARNING("Chart %u: invalid parameterization, %u / %u flipped triangles.\n", chartIndex, quality.flippedTriangleCount(), quality.totalTriangleCount()); +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION + char filename[256]; + sprintf(filename, "debug_chart_%0.3u_invalid_parameterization.obj", chartIndex); + const internal::Mesh *mesh = chart->unifiedMesh(); + FILE *file = fopen(filename, "w"); + if (file) { + mesh->writeObjVertices(file); + fprintf(file, "s off\n"); + fprintf(file, "o object\n"); + for (uint32_t f = 0; f < mesh->faceCount(); f++) + mesh->writeObjFace(file, f); + if (!chart->paramFlippedFaces().isEmpty()) { + fprintf(file, "o flipped_faces\n"); + for (uint32_t f = 0; f < chart->paramFlippedFaces().size(); f++) + mesh->writeObjFace(file, chart->paramFlippedFaces()[f]); + } + mesh->writeObjBoundaryEges(file); + mesh->writeObjLinkedBoundaries(file); + fclose(file); + } +#endif + } +#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_NOT_DISK + if (!chart->isDisk()) { + char filename[256]; + sprintf(filename, "debug_chart_%0.3u_not_disk.obj", chartIndex); + chart->unifiedMesh()->writeObjFile(filename); + } +#endif + chartIndex++; + } + } + } +} + +void PackCharts(Atlas *atlas, PackOptions packOptions, ProgressFunc progressFunc, void *progressUserData) +{ + if (!atlas) { + XA_PRINT_WARNING("PackCharts: atlas is NULL.\n"); + return; + } + Context *ctx = (Context *)atlas; + if (ctx->paramAtlas.meshCount() == 0) { + XA_PRINT_WARNING("PackCharts: No meshes. Call AddMesh first.\n"); + return; + } + + // Bruno + if ( + !ctx->paramAtlas.chartsComputed() || + !ctx->paramAtlas.chartsParameterized() + ) { + XA_PRINT("Importing existing charts and parameterization\n"); + atlas->chartCount = ctx->paramAtlas.importExistingCharts(); + ctx->paramAtlas.importExistingParameterization(); + } + + if (packOptions.texelsPerUnit < 0.0f) { + XA_PRINT_WARNING("PackCharts: PackOptions::texelsPerUnit is negative.\n"); + } + + atlas->atlasCount = 0; + atlas->height = 0; + atlas->texelsPerUnit = packOptions.texelsPerUnit; + atlas->width = 0; + DestroyOutputMeshes(ctx); + if (atlas->utilization) { + XA_FREE(atlas->utilization); + atlas->utilization = NULL; + } + if (atlas->chartCount > 0) { + ctx->paramAtlas.restoreOriginalChartTexcoords(); + internal::param::AtlasPacker packer(&ctx->paramAtlas); + packer.packCharts(packOptions, progressFunc, progressUserData); + atlas->atlasCount = packer.getNumAtlases(); + atlas->width = packer.getWidth(); + atlas->height = packer.getHeight(); + atlas->texelsPerUnit = packer.getTexelsPerUnit(); + atlas->utilization = XA_ALLOC_ARRAY(float, atlas->atlasCount); + for (uint32_t i = 0; i < atlas->atlasCount; i++) + atlas->utilization[i] = packer.computeAtlasUtilization(i); + } + XA_PRINT("Building output meshes\n"); + int progress = 0; + if (progressFunc) + progressFunc(ProgressCategory::BuildOutputMeshes, 0, progressUserData); + atlas->meshes = XA_ALLOC_ARRAY(Mesh, atlas->meshCount); + for (uint32_t i = 0; i < atlas->meshCount; i++) { + Mesh &outputMesh = atlas->meshes[i]; + // Count and alloc arrays. + outputMesh.vertexCount = 0; + outputMesh.indexCount = 0; + outputMesh.chartCount = 0; // Ignore vertex mapped charts. + for (uint32_t cg = 0; cg < ctx->paramAtlas.chartGroupCount(i); cg++) { + const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, cg); + if (chartGroup->isVertexMap()) { + outputMesh.vertexCount += chartGroup->mesh()->vertexCount(); + outputMesh.indexCount += chartGroup->mesh()->faceCount() * 3; + } else { + for (uint32_t c = 0; c < chartGroup->chartCount(); c++) { + const internal::param::Chart *chart = chartGroup->chartAt(c); + outputMesh.vertexCount += chart->mesh()->vertexCount(); + outputMesh.indexCount += chart->mesh()->faceCount() * 3; + outputMesh.chartCount++; + } + } + } + outputMesh.vertexArray = XA_ALLOC_ARRAY(Vertex, outputMesh.vertexCount); + outputMesh.indexArray = XA_ALLOC_ARRAY(uint32_t, outputMesh.indexCount); + outputMesh.chartArray = XA_ALLOC_ARRAY(Chart, outputMesh.chartCount); + // Copy mesh data. + uint32_t firstVertex = 0; + uint32_t outputChartIndex = 0; + for (uint32_t cg = 0; cg < ctx->paramAtlas.chartGroupCount(i); cg++) { + const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, cg); + if (chartGroup->isVertexMap()) { + const internal::Mesh *mesh = chartGroup->mesh(); + // Vertices. + for (uint32_t v = 0; v < mesh->vertexCount(); v++) { + Vertex &vertex = outputMesh.vertexArray[firstVertex + v]; + vertex.atlasIndex = -1; + vertex.uv[0] = vertex.uv[1] = 0.0f; + vertex.xref = chartGroup->mapVertexToSourceVertex(v); + } + // Indices. + for (uint32_t f = 0; f < mesh->faceCount(); f++) { + const internal::Face *face = mesh->faceAt(f); + const uint32_t indexOffset = chartGroup->mapFaceToSourceFace(f) * 3; + for (uint32_t j = 0; j < 3; j++) + outputMesh.indexArray[indexOffset + j] = firstVertex + mesh->vertexAt(face->firstIndex + j); + } + firstVertex += mesh->vertexCount(); + } else { + for (uint32_t c = 0; c < chartGroup->chartCount(); c++) { + const internal::param::Chart *chart = chartGroup->chartAt(c); + const internal::Mesh *mesh = chart->mesh(); + // Vertices. + for (uint32_t v = 0; v < mesh->vertexCount(); v++) { + Vertex &vertex = outputMesh.vertexArray[firstVertex + v]; + XA_DEBUG_ASSERT(chart->atlasIndex >= 0); + vertex.atlasIndex = chart->atlasIndex; + const internal::Vector2 &uv = mesh->texcoord(v); + vertex.uv[0] = internal::max(0.0f, uv.x); + vertex.uv[1] = internal::max(0.0f, uv.y); + vertex.xref = chartGroup->mapVertexToSourceVertex(chart->mapChartVertexToOriginalVertex(v)); + } + // Indices. + for (uint32_t f = 0; f < mesh->faceCount(); f++) { + const internal::Face *face = mesh->faceAt(f); + const uint32_t indexOffset = chartGroup->mapFaceToSourceFace(chart->mapFaceToSourceFace(f)) * 3; + XA_DEBUG_ASSERT(face->nIndices == 3); + for (uint32_t j = 0; j < 3; j++) + outputMesh.indexArray[indexOffset + j] = firstVertex + mesh->vertexAt(face->firstIndex + j); + } + // Charts. + Chart *outputChart = &outputMesh.chartArray[outputChartIndex]; + XA_DEBUG_ASSERT(chart->atlasIndex >= 0); + outputChart->atlasIndex = (uint32_t)chart->atlasIndex; + outputChart->indexCount = mesh->faceCount() * 3; + outputChart->indexArray = XA_ALLOC_ARRAY(uint32_t, outputChart->indexCount); + for (uint32_t f = 0; f < mesh->faceCount(); f++) { + const internal::Face *face = mesh->faceAt(f); + XA_DEBUG_ASSERT(face->nIndices == 3); + for (uint32_t j = 0; j < 3; j++) + outputChart->indexArray[3 * f + j] = firstVertex + mesh->vertexAt(face->firstIndex + j); + } + outputChartIndex++; + firstVertex += chart->mesh()->vertexCount(); + } + } + } + XA_DEBUG_ASSERT(outputMesh.vertexCount == firstVertex); + XA_DEBUG_ASSERT(outputMesh.chartCount == outputChartIndex); + XA_PRINT(" mesh %u: %u vertices, %u triangles, %u charts\n", i, outputMesh.vertexCount, outputMesh.indexCount / 3, outputMesh.chartCount); + if (progressFunc) { + const int newProgress = int((i + 1) / (float)atlas->meshCount * 100.0f); + if (newProgress != progress) { + progress = newProgress; + progressFunc(ProgressCategory::BuildOutputMeshes, progress, progressUserData); + } + } + } + if (progressFunc && progress != 100) + progressFunc(ProgressCategory::BuildOutputMeshes, 0, progressUserData); +} + +void SetRealloc(ReallocFunc reallocFunc) +{ + internal::s_realloc = reallocFunc; +} + +void SetPrint(PrintFunc print, bool verbose) +{ + internal::s_print = print; + internal::s_printVerbose = verbose; +} + +const char *StringForEnum(AddMeshError::Enum error) +{ + if (error == AddMeshError::IndexOutOfRange) + return "Index out of range"; + if (error == AddMeshError::InvalidIndexCount) + return "Invalid index count"; + return "Success"; +} + +const char *StringForEnum(ProgressCategory::Enum category) +{ + if (category == ProgressCategory::ComputeCharts) + return "Computing charts"; + if (category == ProgressCategory::ParameterizeCharts) + return "Parameterizing charts"; + if (category == ProgressCategory::PackCharts) + return "Packing charts"; + if (category == ProgressCategory::BuildOutputMeshes) + return "Building output meshes"; + return ""; +} + +/********************************************************************************/ + +void ImportExistingChartsAndParameterization(Atlas* atlas) { + if (!atlas) { + XA_PRINT_WARNING("ComputeCharts: atlas is NULL.\n"); + return; + } + Context *ctx = (Context *)atlas; + if (ctx->paramAtlas.meshCount() == 0) { + XA_PRINT_WARNING("ComputeCharts: No meshes. Call AddMesh first.\n"); + return; + } + atlas->chartCount = ctx->paramAtlas.importExistingCharts(); + ctx->paramAtlas.importExistingParameterization(); +} + + + +} // namespace xatlas diff --git a/src/lib/geogram/third_party/xatlas/OLD/xatlas.h b/src/lib/geogram/third_party/xatlas/OLD/xatlas.h new file mode 100644 index 00000000..c290f620 --- /dev/null +++ b/src/lib/geogram/third_party/xatlas/OLD/xatlas.h @@ -0,0 +1,262 @@ +/* +MIT License + +Copyright (c) 2018-2019 Jonathan Young + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ +/* +thekla_atlas +MIT License +https://github.com/Thekla/thekla_atlas +Copyright (c) 2013 Thekla, Inc +Copyright NVIDIA Corporation 2006 -- Ignacio Castano +*/ +#pragma once +#ifndef XATLAS_H +#define XATLAS_H +#include + + +// [Bruno] I got too many complaints in tetgen so I "close my eyes" :-) +#ifdef __GNUC__ +#ifndef __ICC +#pragma GCC diagnostic ignored "-Wconversion" +#pragma GCC diagnostic ignored "-Wsign-conversion" +#pragma GCC diagnostic ignored "-Wdouble-promotion" +#pragma GCC diagnostic ignored "-Wfloat-conversion" +#pragma GCC diagnostic ignored "-Wunused-variable" +#endif +#endif + +// [Bruno] +// TODO: use std::vector instead of Array (Array has +// memory leaks !) +// Still some bugs with elf (some overlapping triangles +// in atlas, but did not try 'conservative' mode). +// Add clean way for my 'KeepMyUVs' mode (in particular, +// to ignore problems with zero-facets areas). + +namespace xatlas { + +struct Chart +{ + uint32_t atlasIndex; + uint32_t *indexArray; + uint32_t indexCount; +}; + +struct Vertex +{ + int32_t atlasIndex; // -1 if the vertex doesn't exist in any atlas. + float uv[2]; // Not normalized, values are in Atlas width and height range. + uint32_t xref; // Index of input vertex from which this output vertex originated. +}; + +struct Mesh +{ + Chart *chartArray; + uint32_t chartCount; + uint32_t *indexArray; + uint32_t indexCount; + Vertex *vertexArray; + uint32_t vertexCount; +}; + +struct Atlas +{ + uint32_t width; + uint32_t height; + uint32_t atlasCount; + uint32_t chartCount; + uint32_t meshCount; + Mesh *meshes; + + // Normalized atlas texel utilization. atlasCount in length. + float *utilization; + + // Equal to PackOptions texelsPerUnit if texelsPerUnit > 0, otherwise an estimated value to try and match PackOptions resolution. + float texelsPerUnit; +}; + +Atlas *Create(); +void Destroy(Atlas *atlas); + +struct AddMeshError +{ + enum Enum + { + Success, + IndexOutOfRange, + InvalidIndexCount // Not evenly divisible by 3 - expecting triangles. + }; +}; + +struct IndexFormat +{ + enum Enum + { + UInt16, + UInt32 + }; +}; + +struct MeshDecl +{ + uint32_t vertexCount; + const void *vertexPositionData; + uint32_t vertexPositionStride; + const void *vertexNormalData; // optional + uint32_t vertexNormalStride; // optional + const void *vertexUvData; // optional. The input UVs are provided as a hint to the chart generator. + uint32_t vertexUvStride; // optional + uint32_t indexCount; + const void *indexData; + int32_t indexOffset; // optional. Add this offset to all indices. + IndexFormat::Enum indexFormat; + + // optional. indexCount / 3 in length. + // Don't atlas faces set to true. Faces will still exist in the output meshes, Vertex uv will be (0, 0) and Vertex atlasIndex will be -1. + const bool *faceIgnoreData; + + MeshDecl() + { + vertexCount = 0; + vertexPositionData = NULL; + vertexPositionStride = 0; + vertexNormalData = NULL; + vertexNormalStride = 0; + vertexUvData = NULL; + vertexUvStride = 0; + indexCount = 0; + indexData = NULL; + indexOffset = 0; + indexFormat = IndexFormat::UInt16; + faceIgnoreData = NULL; + } +}; + +AddMeshError::Enum AddMesh(Atlas *atlas, const MeshDecl &meshDecl); + +struct ProgressCategory +{ + enum Enum + { + ComputeCharts, + ParameterizeCharts, + PackCharts, + BuildOutputMeshes + }; +}; + +typedef void (*ProgressFunc)(ProgressCategory::Enum category, int progress, void *userData); + +struct ChartOptions +{ + float proxyFitMetricWeight; + float roundnessMetricWeight; + float straightnessMetricWeight; + float normalSeamMetricWeight; // If > 1000, normal seams are fully respected. + float textureSeamMetricWeight; + float maxChartArea; // Don't grow charts to be larger than this. 0 means no limit. + float maxBoundaryLength; // Don't grow charts to have a longer boundary than this. 0 means no limit. + float maxThreshold; + uint32_t growFaceCount; + uint32_t maxIterations; + + ChartOptions() + { + proxyFitMetricWeight = 2.0f; + roundnessMetricWeight = 0.01f; + straightnessMetricWeight = 6.0f; + normalSeamMetricWeight = 4.0f; + textureSeamMetricWeight = 0.5f; + maxChartArea = 0.0f; + maxBoundaryLength = 0.0f; + maxThreshold = 2.0f; + growFaceCount = 32; + maxIterations = 1; + } +}; + +typedef void (*ParameterizeFunc)(const float *positions, float *texcoords, uint32_t vertexCount, const uint32_t *indices, uint32_t indexCount, bool isPlanar); + +struct PackOptions +{ + // The number of attempts to find a suitable random chart location. + // 0 is brute force - very slow, but best results. Faster if blockAlign is true; + int attempts; + + // Unit to texel scale. e.g. a 1x1 quad with texelsPerUnit of 32 will take up approximately 32x32 texels in the atlas. + // If 0, an estimated value will be calculated to try and match the given resolution. + // If resolution is also 0, the estimated value will try to match a 1024x1024 atlas. + float texelsPerUnit; + + // If 0, generate a single atlas with texelsPerUnit determining the final resolution. + // If not 0, generate 1 or more atlases with that exact resolution. + uint32_t resolution; + + // Charts larger than this will be scaled down. + uint32_t maxChartSize; + + // Align charts to 4x4 blocks. + bool blockAlign; + + // Pack charts with extra padding. + bool conservative; + + // Number of pixels to pad. conservative must be true. + uint32_t padding; + + PackOptions() + { + attempts = 4096; + texelsPerUnit = 0.0f; + resolution = 0; + maxChartSize = 1024; + blockAlign = false; + conservative = false; + padding = 0; + } +}; + +// Equivalent to calling ComputeCharts, ParameterizeCharts and PackCharts in sequence. Can be called multiple times to regenerate with different options. +void Generate(Atlas *atlas, ChartOptions chartOptions = ChartOptions(), ParameterizeFunc paramFunc = NULL, PackOptions packOptions = PackOptions(), ProgressFunc progressFunc = NULL, void *progressUserData = NULL); + +// Call after AddMesh. Can be called multiple times to recompute charts with different options. +void ComputeCharts(Atlas *atlas, ChartOptions chartOptions = ChartOptions(), ProgressFunc progressFunc = NULL, void *progressUserData = NULL); + +// Call after ComputeCharts. Can be called multiple times to re-parameterize charts with a different ParameterizeFunc. +void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func = NULL, ProgressFunc progressFunc = NULL, void *progressUserData = NULL); + +// Call after ParameterizeCharts. Can be called multiple times to re-pack charts with different options. +void PackCharts(Atlas *atlas, PackOptions packOptions = PackOptions(), ProgressFunc progressFunc = NULL, void *progressUserData = NULL); + +typedef void *(*ReallocFunc)(void *, size_t); +void SetRealloc(ReallocFunc reallocFunc); + +typedef int (*PrintFunc)(const char *, ...); +void SetPrint(PrintFunc print, bool verbose); + +const char *StringForEnum(AddMeshError::Enum error); +const char *StringForEnum(ProgressCategory::Enum category); + +} // namespace xatlas + +#endif // XATLAS_H diff --git a/src/lib/geogram/third_party/xatlas/xatlas.cpp b/src/lib/geogram/third_party/xatlas/xatlas.cpp index cfef5609..6f108959 100644 --- a/src/lib/geogram/third_party/xatlas/xatlas.cpp +++ b/src/lib/geogram/third_party/xatlas/xatlas.cpp @@ -32,13 +32,7 @@ Fast-BVH https://github.com/brandonpelfrey/Fast-BVH MIT License Copyright (c) 2012 Brandon Pelfrey - -px_sched -https://github.com/pplux/px -MIT License -Copyright (c) 2017-2018 Jose L. Hidalgo (PpluX) */ -#include #include #include #include @@ -46,56 +40,43 @@ Copyright (c) 2017-2018 Jose L. Hidalgo (PpluX) #include #include // FLT_MAX #include - -#ifndef _USE_MATH_DEFINES -#define _USE_MATH_DEFINES -#endif #include #define __STDC_LIMIT_MACROS #include #include #include #include "xatlas.h" -#include // [Bruno] -// [Bruno] -#ifdef _MSC_VER -#pragma warning(disable:4267) +#ifndef XA_DEBUG +#ifdef NDEBUG +#define XA_DEBUG 0 +#else +#define XA_DEBUG 1 +#endif #endif -#if !defined(NDEBUG) && !defined(_DEBUG) -#define _DEBUG 1 +#ifndef XA_PROFILE +#define XA_PROFILE 0 +#endif +#if XA_PROFILE +#include #endif -#ifndef M_PI -#define M_PI 3.14159265358979323846 +#ifndef XA_MULTITHREADED +#define XA_MULTITHREADED 1 #endif #define XA_STR(x) #x #define XA_XSTR(x) XA_STR(x) #ifndef XA_ASSERT -#define XA_ASSERT(exp) if (!(exp)) { XA_PRINT_WARNING(0, "\rASSERT: %s %s %d\n", XA_XSTR(exp), __FILE__, __LINE__); } +#define XA_ASSERT(exp) if (!(exp)) { XA_PRINT_WARNING("\rASSERT: %s %s %d\n", XA_XSTR(exp), __FILE__, __LINE__); } #endif -// [Bruno] #ifndef XA_DEBUG_ASSERT -# ifdef _DEBUG -# define XA_DEBUG_ASSERT(exp) // assert(exp) --> note: some problems in edgemap !!! -# else -# define XA_DEBUG_ASSERT(exp) -# endif +#define XA_DEBUG_ASSERT(exp) assert(exp) #endif -#define XA_ALLOC(type) (type *)internal::Realloc(NULL, sizeof(type), __FILE__, __LINE__) -#define XA_ALLOC_ARRAY(type, num) (type *)internal::Realloc(NULL, sizeof(type) * num, __FILE__, __LINE__) -#define XA_REALLOC(ptr, type, num) (type *)internal::Realloc(ptr, sizeof(type) * num, __FILE__, __LINE__) -#define XA_FREE(ptr) internal::Realloc(ptr, 0, __FILE__, __LINE__) -#define XA_NEW(type, ...) new (XA_ALLOC(type)) type(__VA_ARGS__) - -//[Bruno] -// #define XA_PRINT(...) printf(__VA_ARGS__) - #ifndef XA_PRINT #define XA_PRINT(...) \ if (xatlas::internal::s_print && xatlas::internal::s_printVerbose) \ @@ -108,69 +89,147 @@ Copyright (c) 2017-2018 Jose L. Hidalgo (PpluX) xatlas::internal::s_print(__VA_ARGS__); #endif -#define XA_EPSILON (0.0001f) -#define XA_NORMAL_EPSILON (0.001f) -#define XA_RANDOM_SEED (845281456) +#define XA_ALLOC(tag, type) (type *)internal::Realloc(nullptr, sizeof(type), tag, __FILE__, __LINE__) +#define XA_ALLOC_ARRAY(tag, type, num) (type *)internal::Realloc(nullptr, sizeof(type) * num, tag, __FILE__, __LINE__) +#define XA_REALLOC(tag, ptr, type, num) (type *)internal::Realloc(ptr, sizeof(type) * num, tag, __FILE__, __LINE__) +#define XA_REALLOC_SIZE(tag, ptr, size) (uint8_t *)internal::Realloc(ptr, size, tag, __FILE__, __LINE__) +#define XA_FREE(ptr) internal::Realloc(ptr, 0, internal::MemTag::Default, __FILE__, __LINE__) +#define XA_NEW(tag, type) new (XA_ALLOC(tag, type)) type() +#define XA_NEW_ARGS(tag, type, ...) new (XA_ALLOC(tag, type)) type(__VA_ARGS__) + +#ifdef _MSC_VER +#define XA_INLINE __forceinline +#else +#define XA_INLINE inline +#endif + +#if defined(__clang__) || defined(__GNUC__) +#define XA_NODISCARD [[nodiscard]] +#elif defined(_MSC_VER) +#define XA_NODISCARD _Check_return_ +#else +#define XA_NODISCARD +#endif + #define XA_UNUSED(a) ((void)(a)) -//[Bruno] deactivate multithreading, -// not supported by all platforms -// (e.g., old MacOSX) -//#ifndef XA_MULTITHREADED -//#define XA_MULTITHREADED 1 -//#endif +#define XA_MERGE_CHARTS 1 +#define XA_MERGE_CHARTS_MIN_NORMAL_DEVIATION 0.5f +#define XA_RECOMPUTE_CHARTS 1 +#define XA_CLOSE_HOLES_CHECK_EDGE_INTERSECTION 0 +#define XA_FIX_INTERNAL_BOUNDARY_LOOPS 1 +#define XA_PRINT_CHART_WARNINGS 0 -#define XA_CHECK_FACE_OVERLAP 1 #define XA_DEBUG_HEAP 0 #define XA_DEBUG_SINGLE_CHART 0 - -#ifndef XA_DEBUG_EXPORT_ATLAS_IMAGES #define XA_DEBUG_EXPORT_ATLAS_IMAGES 0 -#endif - -#define XA_DEBUG_EXPORT_OBJ 0 +#define XA_DEBUG_EXPORT_ATLAS_IMAGES_PER_CHART 0 // Export an atlas image after each chart is added. +#define XA_DEBUG_EXPORT_BOUNDARY_GRID 0 +#define XA_DEBUG_EXPORT_TGA (XA_DEBUG_EXPORT_ATLAS_IMAGES || XA_DEBUG_EXPORT_BOUNDARY_GRID) #define XA_DEBUG_EXPORT_OBJ_SOURCE_MESHES 0 #define XA_DEBUG_EXPORT_OBJ_CHART_GROUPS 0 +#define XA_DEBUG_EXPORT_OBJ_PLANAR_REGIONS 0 #define XA_DEBUG_EXPORT_OBJ_CHARTS 0 -#define XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION 0 #define XA_DEBUG_EXPORT_OBJ_BEFORE_FIX_TJUNCTION 0 -#define XA_DEBUG_EXPORT_OBJ_BEFORE_CLOSE_HOLES 0 -#define XA_DEBUG_EXPORT_OBJ_FAILED_CLOSE_HOLES 0 -#define XA_DEBUG_EXPORT_OBJ_NOT_DISK 0 +#define XA_DEBUG_EXPORT_OBJ_CLOSE_HOLES_ERROR 0 +#define XA_DEBUG_EXPORT_OBJ_CHARTS_AFTER_PARAMETERIZATION 0 +#define XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION 0 +#define XA_DEBUG_EXPORT_OBJ_RECOMPUTED_CHARTS 0 + +#define XA_DEBUG_EXPORT_OBJ (0 \ + || XA_DEBUG_EXPORT_OBJ_SOURCE_MESHES \ + || XA_DEBUG_EXPORT_OBJ_CHART_GROUPS \ + || XA_DEBUG_EXPORT_OBJ_PLANAR_REGIONS \ + || XA_DEBUG_EXPORT_OBJ_CHARTS \ + || XA_DEBUG_EXPORT_OBJ_BEFORE_FIX_TJUNCTION \ + || XA_DEBUG_EXPORT_OBJ_CLOSE_HOLES_ERROR \ + || XA_DEBUG_EXPORT_OBJ_CHARTS_AFTER_PARAMETERIZATION \ + || XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION \ + || XA_DEBUG_EXPORT_OBJ_RECOMPUTED_CHARTS) + +#ifdef _MSC_VER +#define XA_FOPEN(_file, _filename, _mode) { if (fopen_s(&_file, _filename, _mode) != 0) _file = NULL; } +#define XA_SPRINTF(_buffer, _size, _format, ...) sprintf_s(_buffer, _size, _format, __VA_ARGS__) +#else +#define XA_FOPEN(_file, _filename, _mode) _file = fopen(_filename, _mode) +#define XA_SPRINTF(_buffer, _size, _format, ...) sprintf(_buffer, _format, __VA_ARGS__) +#endif + +// [Bruno Levy] +#if defined(__APPLE__) || defined(__EMSCRIPTEN__) +#undef XA_MULTITHREADED +#define XA_MULTITHREADED 0 +#endif +#undef XA_NODISCARD +#define XA_NODISCARD +// End of [Bruno Levy] namespace xatlas { namespace internal { static ReallocFunc s_realloc = realloc; +static FreeFunc s_free = free; static PrintFunc s_print = printf; static bool s_printVerbose = false; +struct MemTag +{ + enum + { + Default, + BitImage, + BVH, + FullVector, + Matrix, + Mesh, + MeshBoundaries, + MeshColocals, + MeshEdgeMap, + MeshIndices, + MeshNormals, + MeshPositions, + MeshTexcoords, + SegmentAtlasChartCandidates, + SegmentAtlasChartFaces, + SegmentAtlasMeshData, + SegmentAtlasPlanarRegions, + Count + }; +}; + #if XA_DEBUG_HEAP struct AllocHeader { size_t size; const char *file; int line; + int tag; + uint32_t id; AllocHeader *prev, *next; + bool free; }; -static AllocHeader *s_allocRoot = NULL; -static size_t s_allocTotalSize = 0; -static size_t s_allocPeakSize = 0; +static std::mutex s_allocMutex; +static AllocHeader *s_allocRoot = nullptr; +static size_t s_allocTotalCount = 0, s_allocTotalSize = 0, s_allocPeakSize = 0, s_allocCount[MemTag::Count] = { 0 }, s_allocTotalTagSize[MemTag::Count] = { 0 }, s_allocPeakTagSize[MemTag::Count] = { 0 }; +static uint32_t s_allocId =0 ; +static constexpr uint32_t kAllocRedzone = 0x12345678; -static void *Realloc(void *ptr, size_t size, const char *file, int line) +static void *Realloc(void *ptr, size_t size, int tag, const char *file, int line) { + std::unique_lock lock(s_allocMutex); if (!size && !ptr) - return NULL; - uint8_t *realPtr = NULL; - AllocHeader *header = NULL; + return nullptr; + uint8_t *realPtr = nullptr; + AllocHeader *header = nullptr; if (ptr) { realPtr = ((uint8_t *)ptr) - sizeof(AllocHeader); header = (AllocHeader *)realPtr; } - if (!size || realPtr) { - // free or realloc, either way, remove. + if (realPtr && size) { s_allocTotalSize -= header->size; + s_allocTotalTagSize[header->tag] -= header->size; + // realloc, remove. if (header->prev) header->prev->next = header->next; else @@ -178,51 +237,190 @@ static void *Realloc(void *ptr, size_t size, const char *file, int line) if (header->next) header->next->prev = header->prev; } - if (!size) - return s_realloc(realPtr, 0); // free - size += sizeof(AllocHeader); + if (!size) { + s_allocTotalSize -= header->size; + s_allocTotalTagSize[header->tag] -= header->size; + XA_ASSERT(!header->free); // double free + header->free = true; + return nullptr; + } + size += sizeof(AllocHeader) + sizeof(kAllocRedzone); uint8_t *newPtr = (uint8_t *)s_realloc(realPtr, size); if (!newPtr) - return NULL; + return nullptr; header = (AllocHeader *)newPtr; header->size = size; header->file = file; header->line = line; + header->tag = tag; + header->id = s_allocId++; + header->free = false; if (!s_allocRoot) { s_allocRoot = header; header->prev = header->next = 0; } else { - header->prev = NULL; + header->prev = nullptr; header->next = s_allocRoot; s_allocRoot = header; header->next->prev = header; } + s_allocTotalCount++; s_allocTotalSize += size; if (s_allocTotalSize > s_allocPeakSize) s_allocPeakSize = s_allocTotalSize; + s_allocCount[tag]++; + s_allocTotalTagSize[tag] += size; + if (s_allocTotalTagSize[tag] > s_allocPeakTagSize[tag]) + s_allocPeakTagSize[tag] = s_allocTotalTagSize[tag]; + auto redzone = (uint32_t *)(newPtr + size - sizeof(kAllocRedzone)); + *redzone = kAllocRedzone; return newPtr + sizeof(AllocHeader); } -static void ReportAllocs() +static void ReportLeaks() { + printf("Checking for memory leaks...\n"); + bool anyLeaks = false; AllocHeader *header = s_allocRoot; while (header) { - printf("Leak: %d bytes %s %d\n", header->size, header->file, header->line); + if (!header->free) { + printf(" Leak: ID %u, %zu bytes, %s %d\n", header->id, header->size, header->file, header->line); + anyLeaks = true; + } + auto redzone = (const uint32_t *)((const uint8_t *)header + header->size - sizeof(kAllocRedzone)); + if (*redzone != kAllocRedzone) + printf(" Redzone corrupted: %zu bytes %s %d\n", header->size, header->file, header->line); + header = header->next; + } + if (!anyLeaks) + printf(" No memory leaks\n"); + header = s_allocRoot; + while (header) { + AllocHeader *destroy = header; header = header->next; + s_realloc(destroy, 0); + } + s_allocRoot = nullptr; + s_allocTotalSize = s_allocPeakSize = 0; + for (int i = 0; i < MemTag::Count; i++) + s_allocTotalTagSize[i] = s_allocPeakTagSize[i] = 0; +} + +static void PrintMemoryUsage() +{ + XA_PRINT("Total allocations: %zu\n", s_allocTotalCount); + XA_PRINT("Memory usage: %0.2fMB current, %0.2fMB peak\n", internal::s_allocTotalSize / 1024.0f / 1024.0f, internal::s_allocPeakSize / 1024.0f / 1024.0f); + static const char *labels[] = { // Sync with MemTag + "Default", + "BitImage", + "BVH", + "FullVector", + "Matrix", + "Mesh", + "MeshBoundaries", + "MeshColocals", + "MeshEdgeMap", + "MeshIndices", + "MeshNormals", + "MeshPositions", + "MeshTexcoords", + "SegmentAtlasChartCandidates", + "SegmentAtlasChartFaces", + "SegmentAtlasMeshData", + "SegmentAtlasPlanarRegions" + }; + for (int i = 0; i < MemTag::Count; i++) { + XA_PRINT(" %s: %zu allocations, %0.2fMB current, %0.2fMB peak\n", labels[i], internal::s_allocCount[i], internal::s_allocTotalTagSize[i] / 1024.0f / 1024.0f, internal::s_allocPeakTagSize[i] / 1024.0f / 1024.0f); } - printf("%0.2fMB peak memory usage\n", s_allocPeakSize / 1024.0f / 1024.0f); } + +#define XA_PRINT_MEM_USAGE internal::PrintMemoryUsage(); #else -static void *Realloc(void *ptr, size_t size, const char * /*file*/, int /*line*/) +static void *Realloc(void *ptr, size_t size, int /*tag*/, const char * /*file*/, int /*line*/) { + if (size == 0 && !ptr) + return nullptr; + if (size == 0 && s_free) { + s_free(ptr); + return nullptr; + } void *mem = s_realloc(ptr, size); if (size > 0) { XA_DEBUG_ASSERT(mem); } return mem; } +#define XA_PRINT_MEM_USAGE +#endif + +#if XA_PROFILE +#define XA_PROFILE_START(var) const clock_t var##Start = clock(); +#define XA_PROFILE_END(var) internal::s_profile.var += clock() - var##Start; +#define XA_PROFILE_PRINT_AND_RESET(label, var) XA_PRINT("%s%.2f seconds (%g ms)\n", label, internal::clockToSeconds(internal::s_profile.var), internal::clockToMs(internal::s_profile.var)); internal::s_profile.var = 0; + +struct ProfileData +{ + clock_t addMeshReal; + clock_t addMeshCopyData; + std::atomic addMeshThread; + std::atomic addMeshCreateColocals; + std::atomic addMeshCreateFaceGroups; + std::atomic addMeshCreateChartGroupsReal; + std::atomic addMeshCreateChartGroupsThread; + clock_t computeChartsReal; + std::atomic computeChartsThread; + std::atomic buildAtlas; + std::atomic buildAtlasInit; + std::atomic buildAtlasPlaceSeeds; + std::atomic buildAtlasRelocateSeeds; + std::atomic buildAtlasResetCharts; + std::atomic buildAtlasGrowCharts; + std::atomic buildAtlasMergeCharts; + std::atomic buildAtlasFillHoles; + std::atomic createChartMeshesReal; + std::atomic createChartMeshesThread; + std::atomic fixChartMeshTJunctions; + std::atomic closeChartMeshHoles; + clock_t parameterizeChartsReal; + std::atomic parameterizeChartsThread; + std::atomic parameterizeChartsOrthogonal; + std::atomic parameterizeChartsLSCM; + std::atomic parameterizeChartsEvaluateQuality; + clock_t packCharts; + clock_t packChartsAddCharts; + std::atomic packChartsAddChartsThread; + std::atomic packChartsAddChartsRestoreTexcoords; + clock_t packChartsRasterize; + clock_t packChartsDilate; + clock_t packChartsFindLocation; + clock_t packChartsBlit; + clock_t buildOutputMeshes; +}; + +static ProfileData s_profile; + +static double clockToMs(clock_t c) +{ + return c * 1000.0 / CLOCKS_PER_SEC; +} + +static double clockToSeconds(clock_t c) +{ + return c / (double)CLOCKS_PER_SEC; +} +#else +#define XA_PROFILE_START(var) +#define XA_PROFILE_END(var) +#define XA_PROFILE_PRINT_AND_RESET(label, var) #endif +static constexpr float kPi = 3.14159265358979323846f; +static constexpr float kPi2 = 6.28318530717958647692f; +static constexpr float kPi4 = 12.56637061435917295384f; +static constexpr float kEpsilon = 0.0001f; +static constexpr float kAreaEpsilon = FLT_EPSILON; +static constexpr float kNormalEpsilon = 0.001f; + static int align(int x, int a) { return (x + a - 1) & ~(a - 1); @@ -266,7 +464,6 @@ static void swap(T &a, T &b) T temp = a; a = b; b = temp; - temp = T(); } union FloatUint32 @@ -282,9 +479,14 @@ static bool isFinite(float f) return fu.u != 0x7F800000u && fu.u != 0x7F800001u; } +static bool isNan(float f) +{ + return f != f; +} + // Robust floating point comparisons: // http://realtimecollisiondetection.net/blog/?p=89 -static bool equal(const float f0, const float f1, const float epsilon = XA_EPSILON) +static bool equal(const float f0, const float f1, const float epsilon) { //return fabs(f0-f1) <= epsilon; return fabs(f0 - f1) <= epsilon * max3(1.0f, fabsf(f0), fabsf(f1)); @@ -295,12 +497,7 @@ static int ftoi_ceil(float val) return (int)ceilf(val); } -static int ftoi_round(float f) -{ - return int(floorf(f + 0.5f)); -} - -static bool isZero(const float f, const float epsilon = XA_EPSILON) +static bool isZero(const float f, const float epsilon) { return fabs(f) <= epsilon; } @@ -405,10 +602,10 @@ static bool operator!=(const Vector2 &a, const Vector2 &b) return a.x != b.x || a.y != b.y; } -static Vector2 operator+(const Vector2 &a, const Vector2 &b) +/*static Vector2 operator+(const Vector2 &a, const Vector2 &b) { return Vector2(a.x + b.x, a.y + b.y); -} +}*/ static Vector2 operator-(const Vector2 &a, const Vector2 &b) { @@ -420,17 +617,6 @@ static Vector2 operator*(const Vector2 &v, float s) return Vector2(v.x * s, v.y * s); } -static Vector2 operator*(const Vector2 &v1, const Vector2 &v2) -{ - return Vector2(v1.x * v2.x, v1.y * v2.y); -} - -static Vector2 lerp(const Vector2 &v1, const Vector2 &v2, float t) -{ - const float s = 1.0f - t; - return Vector2(v1.x * s + t * v2.x, v1.y * s + t * v2.y); -} - static float dot(const Vector2 &a, const Vector2 &b) { return a.x * b.x + a.y * b.y; @@ -446,26 +632,14 @@ static float length(const Vector2 &v) return sqrtf(lengthSquared(v)); } -// [Bruno] -static float safe_length(const Vector2 &v) +#if XA_DEBUG +static bool isNormalized(const Vector2 &v, float epsilon = kNormalEpsilon) { - float result = sqrtf(lengthSquared(v)); - if(result < 1e-6f) { - result = 1e-6f; - } - return result; + return equal(length(v), 1, epsilon); } +#endif - -// [Bruno] deactivated for now -//#ifdef _DEBUG -//static bool isNormalized(const Vector2 &v, float epsilon = XA_NORMAL_EPSILON) -//{ -// return equal(length(v), 1, epsilon); -//} -//#endif - -static Vector2 normalize(const Vector2 &v, float epsilon = XA_EPSILON) +static Vector2 normalize(const Vector2 &v, float epsilon) { float l = length(v); XA_DEBUG_ASSERT(!isZero(l, epsilon)); @@ -475,7 +649,15 @@ static Vector2 normalize(const Vector2 &v, float epsilon = XA_EPSILON) return n; } -static bool equal(const Vector2 &v1, const Vector2 &v2, float epsilon = XA_EPSILON) +static Vector2 normalizeSafe(const Vector2 &v, const Vector2 &fallback, float epsilon) +{ + float l = length(v); + if (isZero(l, epsilon)) + return fallback; + return v * (1.0f / l); +} + +static bool equal(const Vector2 &v1, const Vector2 &v2, float epsilon) { return equal(v1.x, v2.x, epsilon) && equal(v1.y, v2.y, epsilon); } @@ -495,43 +677,43 @@ static bool isFinite(const Vector2 &v) return isFinite(v.x) && isFinite(v.y); } -// Note, this is the area scaled by 2! -static float triangleArea(const Vector2 &v0, const Vector2 &v1) -{ - return (v0.x * v1.y - v0.y * v1.x); // * 0.5f; -} - static float triangleArea(const Vector2 &a, const Vector2 &b, const Vector2 &c) { // IC: While it may be appealing to use the following expression: - //return (c.x * a.y + a.x * b.y + b.x * c.y - b.x * a.y - c.x * b.y - a.x * c.y); // * 0.5f; + //return (c.x * a.y + a.x * b.y + b.x * c.y - b.x * a.y - c.x * b.y - a.x * c.y) * 0.5f; // That's actually a terrible idea. Small triangles far from the origin can end up producing fairly large floating point // numbers and the results becomes very unstable and dependent on the order of the factors. // Instead, it's preferable to subtract the vertices first, and multiply the resulting small values together. The result // in this case is always much more accurate (as long as the triangle is small) and less dependent of the location of // the triangle. - //return ((a.x - c.x) * (b.y - c.y) - (a.y - c.y) * (b.x - c.x)); // * 0.5f; - return triangleArea(a - c, b - c); -} - -static bool pointInTriangle(const Vector2 &p, const Vector2 &a, const Vector2 &b, const Vector2 &c) -{ - return triangleArea(a, b, p) >= 0.00001f && triangleArea(b, c, p) >= 0.00001f && triangleArea(c, a, p) >= 0.00001f; + //return ((a.x - c.x) * (b.y - c.y) - (a.y - c.y) * (b.x - c.x)) * 0.5f; + const Vector2 v0 = a - c; + const Vector2 v1 = b - c; + return (v0.x * v1.y - v0.y * v1.x) * 0.5f; } -#if XA_CHECK_FACE_OVERLAP -static bool linesIntersect(const Vector2 &a1, const Vector2 &a2, const Vector2 &b1, const Vector2 &b2) +static bool linesIntersect(const Vector2 &a1, const Vector2 &a2, const Vector2 &b1, const Vector2 &b2, float epsilon) { const Vector2 v0 = a2 - a1; const Vector2 v1 = b2 - b1; const float denom = -v1.x * v0.y + v0.x * v1.y; - if (equal(denom, 0.0f)) + if (equal(denom, 0.0f, epsilon)) return false; const float s = (-v0.y * (a1.x - b1.x) + v0.x * (a1.y - b1.y)) / denom; - const float t = ( v1.x * (a1.y - b1.y) - v1.y * (a1.x - b1.x)) / denom; - return s > 0.0f && s < 1.0f && t > 0.0f && t < 1.0f; + if (s > epsilon && s < 1.0f - epsilon) { + const float t = ( v1.x * (a1.y - b1.y) - v1.y * (a1.x - b1.x)) / denom; + return t > epsilon && t < 1.0f - epsilon; + } + return false; } -#endif + +struct Vector2i +{ + Vector2i() {} + Vector2i(int32_t x, int32_t y) : x(x), y(y) {} + + int32_t x, y; +}; class Vector3 { @@ -597,34 +779,14 @@ class Vector3 float x, y, z; }; -static bool operator==(const Vector3 &a, const Vector3 &b) -{ - return a.x == b.x && a.y == b.y && a.z == b.z; -} - -static bool operator!=(const Vector3 &a, const Vector3 &b) -{ - return a.x != b.x || a.y != b.y || a.z != b.z; -} - -static Vector3 add(const Vector3 &a, const Vector3 &b) -{ - return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); -} - static Vector3 operator+(const Vector3 &a, const Vector3 &b) { - return add(a, b); -} - -static Vector3 sub(const Vector3 &a, const Vector3 &b) -{ - return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); + return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); } static Vector3 operator-(const Vector3 &a, const Vector3 &b) { - return sub(a, b); + return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); } static Vector3 cross(const Vector3 &a, const Vector3 &b) @@ -637,22 +799,11 @@ static Vector3 operator*(const Vector3 &v, float s) return Vector3(v.x * s, v.y * s, v.z * s); } -static Vector3 operator*(float s, const Vector3 &v) -{ - return Vector3(v.x * s, v.y * s, v.z * s); -} - static Vector3 operator/(const Vector3 &v, float s) { return v * (1.0f / s); } -static Vector3 lerp(const Vector3 &v1, const Vector3 &v2, float t) -{ - const float s = 1.0f - t; - return Vector3(v1.x * s + t * v2.x, v1.y * s + t * v2.y, v1.z * s + t * v2.z); -} - static float dot(const Vector3 &a, const Vector3 &b) { return a.x * b.x + a.y * b.y + a.z * b.z; @@ -668,12 +819,12 @@ static float length(const Vector3 &v) return sqrtf(lengthSquared(v)); } -static bool isNormalized(const Vector3 &v, float epsilon = XA_NORMAL_EPSILON) +static bool isNormalized(const Vector3 &v, float epsilon = kNormalEpsilon) { return equal(length(v), 1, epsilon); } -static Vector3 normalize(const Vector3 &v, float epsilon = XA_EPSILON) +static Vector3 normalize(const Vector3 &v, float epsilon) { float l = length(v); XA_DEBUG_ASSERT(!isZero(l, epsilon)); @@ -683,7 +834,7 @@ static Vector3 normalize(const Vector3 &v, float epsilon = XA_EPSILON) return n; } -static Vector3 normalizeSafe(const Vector3 &v, const Vector3 &fallback, float epsilon = XA_EPSILON) +static Vector3 normalizeSafe(const Vector3 &v, const Vector3 &fallback, float epsilon) { float l = length(v); if (isZero(l, epsilon)) { @@ -692,7 +843,7 @@ static Vector3 normalizeSafe(const Vector3 &v, const Vector3 &fallback, float ep return v * (1.0f / l); } -static bool equal(const Vector3 &v0, const Vector3 &v1, float epsilon = XA_EPSILON) +static bool equal(const Vector3 &v0, const Vector3 &v1, float epsilon) { return fabs(v0.x - v1.x) <= epsilon && fabs(v0.y - v1.y) <= epsilon && fabs(v0.z - v1.z) <= epsilon; } @@ -707,592 +858,651 @@ static Vector3 max(const Vector3 &a, const Vector3 &b) return Vector3(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)); } -#ifdef _DEBUG +#if XA_DEBUG bool isFinite(const Vector3 &v) { return isFinite(v.x) && isFinite(v.y) && isFinite(v.z); } #endif -struct Vector3Hash +struct Extents2 { - uint32_t operator()(const Vector3 &v) const + Vector2 min, max; + + void reset() { - int32_t data[3]; - data[0] = (int32_t)(v.x * 100.0f); - data[1] = (int32_t)(v.y * 100.0f); - data[2] = (int32_t)(v.z * 100.0f); - return sdbmHash(data, sizeof(data)); + min.x = min.y = FLT_MAX; + max.x = max.y = -FLT_MAX; } -}; -struct Vector3Equal -{ - bool operator()(const Vector3 &v0, const Vector3 &v1) const + void add(Vector2 p) + { + min = xatlas::internal::min(min, p); + max = xatlas::internal::max(max, p); + } + + Vector2 midpoint() const { - return equal(v0, v1); + return Vector2(min.x + (max.x - min.x) * 0.5f, min.y + (max.y - min.y) * 0.5f); + } + + static bool intersect(Extents2 e1, Extents2 e2) + { + return e1.min.x <= e2.max.x && e1.max.x >= e2.min.x && e1.min.y <= e2.max.y && e1.max.y >= e2.min.y; } }; -template -static void construct_range(T * ptr, uint32_t new_size, uint32_t old_size) { - for (uint32_t i = old_size; i < new_size; i++) { - new(ptr+i) T; // placement new +struct Plane +{ + Plane() = default; + + Plane(const Vector3 &p1, const Vector3 &p2, const Vector3 &p3) + { + normal = cross(p2 - p1, p3 - p1); + dist = dot(normal, p1); } -} -template -static void construct_range(T * ptr, uint32_t new_size, uint32_t old_size, const T & elem) { - for (uint32_t i = old_size; i < new_size; i++) { - new(ptr+i) T(elem); // placement new + float distance(const Vector3 &p) const + { + return dot(normal, p) - dist; } -} -template -static void construct_range(T * ptr, uint32_t new_size, uint32_t old_size, const T * src) { - for (uint32_t i = old_size; i < new_size; i++) { - new(ptr+i) T(src[i]); // placement new + void normalize() + { + const float len = length(normal); + if (len > 0.0f) { + const float il = 1.0f / len; + normal *= il; + dist *= il; + } } + + Vector3 normal; + float dist; +}; + +static bool lineIntersectsPoint(const Vector3 &point, const Vector3 &lineStart, const Vector3 &lineEnd, float *t, float epsilon) +{ + float tt; + if (!t) + t = &tt; + *t = 0.0f; + if (equal(lineStart, point, epsilon) || equal(lineEnd, point, epsilon)) + return false; // Vertex lies on either line vertices. + const Vector3 v01 = point - lineStart; + const Vector3 v21 = lineEnd - lineStart; + const float l = length(v21); + const float d = length(cross(v01, v21)) / l; + if (!isZero(d, epsilon)) + return false; + *t = dot(v01, v21) / (l * l); + return *t > kEpsilon && *t < 1.0f - kEpsilon; } -template -static void destroy_range(T * ptr, uint32_t new_size, uint32_t old_size) { - for (uint32_t i = new_size; i < old_size; i++) { - (ptr+i)->~T(); // Explicit call to the destructor - } +static bool sameSide(const Vector3 &p1, const Vector3 &p2, const Vector3 &a, const Vector3 &b) +{ + const Vector3 &ab = b - a; + return dot(cross(ab, p1 - a), cross(ab, p2 - a)) >= 0.0f; } +// http://blackpawn.com/texts/pointinpoly/default.html +static bool pointInTriangle(const Vector3 &p, const Vector3 &a, const Vector3 &b, const Vector3 &c) +{ + return sameSide(p, a, b, c) && sameSide(p, b, a, c) && sameSide(p, c, a, b); +} -#if 0 -/** -* Replacement for std::vector that is easier to debug and provides -* some nice foreach enumerators. -*/ -template -class Array { -public: - typedef uint32_t size_type; +#if XA_CLOSE_HOLES_CHECK_EDGE_INTERSECTION +// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm +static bool rayIntersectsTriangle(const Vector3 &rayOrigin, const Vector3 &rayDir, const Vector3 *tri, float *t) +{ + *t = 0.0f; + const Vector3 &edge1 = tri[1] - tri[0]; + const Vector3 &edge2 = tri[2] - tri[0]; + const Vector3 h = cross(rayDir, edge2); + const float a = dot(edge1, h); + if (a > -kEpsilon && a < kEpsilon) + return false; // This ray is parallel to this triangle. + const float f = 1.0f / a; + const Vector3 s = rayOrigin - tri[0]; + const float u = f * dot(s, h); + if (u < 0.0f || u > 1.0f) + return false; + const Vector3 q = cross(s, edge1); + const float v = f * dot(rayDir, q); + if (v < 0.0f || u + v > 1.0f) + return false; + // At this stage we can compute t to find out where the intersection point is on the line. + *t = f * dot(edge2, q); + if (*t > kEpsilon && *t < 1.0f - kEpsilon) + return true; + // This means that there is a line intersection but not a ray intersection. + return false; +} +#endif - Array() : m_buffer(NULL), m_capacity(0), m_size(0) {} +// From Fast-BVH +struct AABB +{ + AABB() : min(FLT_MAX, FLT_MAX, FLT_MAX), max(-FLT_MAX, -FLT_MAX, -FLT_MAX) {} + AABB(const Vector3 &min, const Vector3 &max) : min(min), max(max) { } + AABB(const Vector3 &p, float radius = 0.0f) : min(p), max(p) { if (radius > 0.0f) expand(radius); } - Array(const Array & a) : m_buffer(NULL), m_capacity(0), m_size(0) + bool intersect(const AABB &other) const { - copy(a.m_buffer, a.m_size); + return min.x <= other.max.x && max.x >= other.min.x && min.y <= other.max.y && max.y >= other.min.y && min.z <= other.max.z && max.z >= other.min.z; } - Array(const T * ptr, uint32_t num) : m_buffer(NULL), m_capacity(0), m_size(0) + void expandToInclude(const Vector3 &p) { - copy(ptr, num); + min = internal::min(min, p); + max = internal::max(max, p); } - explicit Array(uint32_t capacity) : m_buffer(NULL), m_capacity(0), m_size(0) + void expandToInclude(const AABB &aabb) { - setArrayCapacity(capacity); + min = internal::min(min, aabb.min); + max = internal::max(max, aabb.max); } - ~Array() + void expand(float amount) { - destroy(); + min -= Vector3(amount); + max += Vector3(amount); } - const Array &operator=(const Array &other) + Vector3 centroid() const { - m_buffer = other.m_buffer; - m_capacity = other.m_capacity; - m_size = other.m_size; - return *this; + return min + (max - min) * 0.5f; } - const T & operator[]( uint32_t index ) const - { - XA_DEBUG_ASSERT(index < m_size); - return m_buffer[index]; - } - - T & operator[] ( uint32_t index ) + uint32_t maxDimension() const { - XA_DEBUG_ASSERT(index < m_size); - return m_buffer[index]; + const Vector3 extent = max - min; + uint32_t result = 0; + if (extent.y > extent.x) { + result = 1; + if (extent.z > extent.y) + result = 2; + } + else if(extent.z > extent.x) + result = 2; + return result; } - uint32_t size() const { return m_size; } - const T * data() const { return m_buffer; } - T * data() { return m_buffer; } - T * begin() { return m_buffer; } - T * end() { return m_buffer + m_size; } - const T * begin() const { return m_buffer; } - const T * end() const { return m_buffer + m_size; } - bool isEmpty() const { return m_size == 0; } - - void push_back( const T & val ) - { - XA_DEBUG_ASSERT(&val < m_buffer || &val >= m_buffer+m_size); - uint32_t old_size = m_size; - uint32_t new_size = m_size + 1; - setArraySize(new_size); - construct_range(m_buffer, new_size, old_size, val); - } + Vector3 min, max; +}; - void pop_back() +struct ArrayBase +{ + ArrayBase(uint32_t elementSize, int memTag = MemTag::Default) : buffer(nullptr), elementSize(elementSize), size(0), capacity(0) { - XA_DEBUG_ASSERT( m_size > 0 ); - resize( m_size - 1 ); +#if XA_DEBUG_HEAP + this->memTag = memTag; +#else + XA_UNUSED(memTag); +#endif } - const T & back() const + ~ArrayBase() { - XA_DEBUG_ASSERT( m_size > 0 ); - return m_buffer[m_size-1]; + XA_FREE(buffer); } - T & back() + XA_INLINE void clear() { - XA_DEBUG_ASSERT( m_size > 0 ); - return m_buffer[m_size-1]; + size = 0; } - const T & front() const + void copyFrom(const uint8_t *data, uint32_t length) { - XA_DEBUG_ASSERT( m_size > 0 ); - return m_buffer[0]; + resize(length, true); + memcpy(buffer, data, length * elementSize); } - T & front() + void copyTo(ArrayBase &other) const { - XA_DEBUG_ASSERT( m_size > 0 ); - return m_buffer[0]; + XA_DEBUG_ASSERT(elementSize == other.elementSize); + other.resize(size, true); + memcpy(other.buffer, buffer, size * elementSize); } - // Remove the element at the given index. This is an expensive operation! - void removeAt(uint32_t index) + void destroy() { - XA_DEBUG_ASSERT(index >= 0 && index < m_size); - if (m_size == 1) { - clear(); - } - else { - m_buffer[index].~T(); - memmove(m_buffer+index, m_buffer+index+1, sizeof(T) * (m_size - 1 - index)); - m_size--; - } + size = 0; + XA_FREE(buffer); + buffer = nullptr; + capacity = 0; + size = 0; } // Insert the given element at the given index shifting all the elements up. - void insertAt(uint32_t index, const T & val = T()) - { - XA_DEBUG_ASSERT( index >= 0 && index <= m_size ); - setArraySize(m_size + 1); - if (index < m_size - 1) { - memmove(m_buffer+index+1, m_buffer+index, sizeof(T) * (m_size - 1 - index)); - } - // Copy-construct into the newly opened slot. - new(m_buffer+index) T(val); - } - - void append(const Array & other) - { - append(other.m_buffer, other.m_size); - } - - void resize(uint32_t new_size) + void insertAt(uint32_t index, const uint8_t *value) { - uint32_t old_size = m_size; - // Destruct old elements (if we're shrinking). - destroy_range(m_buffer, new_size, old_size); - setArraySize(new_size); - // Call default constructors - construct_range(m_buffer, new_size, old_size); + XA_DEBUG_ASSERT(index <= size); // [Bruno Levy] removed >= 0 test (it is an uint !) + resize(size + 1, false); + if (index < size - 1) + memmove(buffer + elementSize * (index + 1), buffer + elementSize * index, elementSize * (size - 1 - index)); + memcpy(&buffer[index * elementSize], value, elementSize); } - void resize(uint32_t new_size, const T & elem) + void moveTo(ArrayBase &other) { - XA_DEBUG_ASSERT(&elem < m_buffer || &elem > m_buffer+m_size); - uint32_t old_size = m_size; - // Destruct old elements (if we're shrinking). - destroy_range(m_buffer, new_size, old_size); - setArraySize(new_size); - // Call copy constructors - construct_range(m_buffer, new_size, old_size, elem); + XA_DEBUG_ASSERT(elementSize == other.elementSize); + other.destroy(); + other.buffer = buffer; + other.elementSize = elementSize; + other.size = size; + other.capacity = capacity; +#if XA_DEBUG_HEAP + other.memTag = memTag; +#endif + buffer = nullptr; + elementSize = size = capacity = 0; } - void clear() + void pop_back() { - // Destruct old elements - destroy_range(m_buffer, 0, m_size); - m_size = 0; + XA_DEBUG_ASSERT(size > 0); + resize(size - 1, false); } - void destroy() + void push_back(const uint8_t *value) { - clear(); - XA_FREE(m_buffer); - m_buffer = NULL; - m_capacity = 0; - m_size = 0; + XA_DEBUG_ASSERT(value < buffer || value >= buffer + size); + resize(size + 1, false); + memcpy(&buffer[(size - 1) * elementSize], value, elementSize); } - void reserve(uint32_t desired_size) + void push_back(const ArrayBase &other) { - if (desired_size > m_capacity) { - setArrayCapacity(desired_size); - } + XA_DEBUG_ASSERT(elementSize == other.elementSize); + if (other.size == 0) + return; + const uint32_t oldSize = size; + resize(size + other.size, false); + memcpy(buffer + oldSize * elementSize, other.buffer, other.size * other.elementSize); } - void copy(const T * data, uint32_t count) + // Remove the element at the given index. This is an expensive operation! + void removeAt(uint32_t index) { - destroy_range(m_buffer, 0, m_size); - setArraySize(count); - construct_range(m_buffer, count, 0, data); + XA_DEBUG_ASSERT(index < size); // [Bruno Levy] Removed >= 0 test (this is an uint) + if (size != 1) + memmove(buffer + elementSize * index, buffer + elementSize * (index + 1), elementSize * (size - 1 - index)); + size--; } - void moveTo(Array &other) + void reserve(uint32_t desiredSize) { - other.destroy(); - swap(m_buffer, other.m_buffer); - swap(m_capacity, other.m_capacity); - swap(m_size, other.m_size); + if (desiredSize > capacity) + setArrayCapacity(desiredSize); } -protected: - void setArraySize(uint32_t new_size) + void resize(uint32_t newSize, bool exact) { - m_size = new_size; - if (new_size > m_capacity) { - uint32_t new_buffer_size; - if (m_capacity == 0) { - // first allocation is exact - new_buffer_size = new_size; - } - else { - // following allocations grow array by 25% - new_buffer_size = new_size + (new_size >> 2); - } - setArrayCapacity( new_buffer_size ); + size = newSize; + if (size > capacity) { + // First allocation is always exact. Otherwise, following allocations grow array to 150% of desired size. + uint32_t newBufferSize; + if (capacity == 0 || exact) + newBufferSize = size; + else + newBufferSize = size + (size >> 2); + setArrayCapacity(newBufferSize); } } - void setArrayCapacity(uint32_t new_capacity) + + void setArrayCapacity(uint32_t newCapacity) { - XA_DEBUG_ASSERT(new_capacity >= m_size); - if (new_capacity == 0) { + XA_DEBUG_ASSERT(newCapacity >= size); + if (newCapacity == 0) { // free the buffer. - if (m_buffer != NULL) { - XA_FREE(m_buffer); - m_buffer = NULL; + if (buffer != nullptr) { + XA_FREE(buffer); + buffer = nullptr; } - } - else { + } else { // realloc the buffer - m_buffer = XA_REALLOC(m_buffer, T, new_capacity); +#if XA_DEBUG_HEAP + buffer = XA_REALLOC_SIZE(memTag, buffer, newCapacity * elementSize); +#else + buffer = XA_REALLOC_SIZE(MemTag::Default, buffer, newCapacity * elementSize); +#endif } - m_capacity = new_capacity; + capacity = newCapacity; } - T * m_buffer; - uint32_t m_capacity; - uint32_t m_size; -}; -#else -// Bruno: Valgrind says that Array has memory leaks, I'd rather use the -// plain-old STL vector. -template class Array : public std::vector { -public: - Array() { - } - Array(size_t size) : std::vector(size) { - } - bool isEmpty() const { - return this->size() == 0; - } - void destroy() { - this->resize(0); - } - void moveTo(Array& other) { - this->swap(other); - } - void removeAt(size_t i) { - this->erase(this->begin()+i); - } - void insertAt(size_t i, T val) { - this->insert(this->begin()+i, val); - } -}; +#if XA_DEBUG_HEAP + void setMemTag(int memTag) + { + this->memTag = memTag; + } #endif + uint8_t *buffer; + uint32_t elementSize; + uint32_t size; + uint32_t capacity; +#if XA_DEBUG_HEAP + int memTag; +#endif +}; -/// Basis class to compute tangent space basis, ortogonalizations and to -/// transform vectors from one space to another. -class Basis +template +class Array { public: - /// Create a null basis. - Basis() : tangent(0, 0, 0), bitangent(0, 0, 0), normal(0, 0, 0) {} + Array(int memTag = MemTag::Default) : m_base(sizeof(T), memTag) {} + Array(const Array&) = delete; + Array &operator=(const Array &) = delete; - void buildFrameForDirection(const Vector3 &d, float angle = 0) + XA_INLINE const T &operator[](uint32_t index) const { - XA_ASSERT(isNormalized(d)); - normal = d; - // Choose minimum axis. - if (fabsf(normal.x) < fabsf(normal.y) && fabsf(normal.x) < fabsf(normal.z)) { - tangent = Vector3(1, 0, 0); - } else if (fabsf(normal.y) < fabsf(normal.z)) { - tangent = Vector3(0, 1, 0); - } else { - tangent = Vector3(0, 0, 1); - } - // Ortogonalize - tangent -= normal * dot(normal, tangent); - tangent = normalize(tangent); - bitangent = cross(normal, tangent); - // Rotate frame around normal according to angle. - if (angle != 0.0f) { - float c = cosf(angle); - float s = sinf(angle); - Vector3 tmp = c * tangent - s * bitangent; - bitangent = s * tangent + c * bitangent; - tangent = tmp; - } + XA_DEBUG_ASSERT(index < m_base.size); + return ((const T *)m_base.buffer)[index]; } - Vector3 tangent; - Vector3 bitangent; - Vector3 normal; -}; - -// Simple bit array. -class BitArray -{ -public: - BitArray() : m_size(0) {} - - BitArray(uint32_t sz) + XA_INLINE T &operator[](uint32_t index) { - resize(sz); + XA_DEBUG_ASSERT(index < m_base.size); + return ((T *)m_base.buffer)[index]; } - const BitArray &operator=(const BitArray &other) + XA_INLINE const T &back() const { - m_size = other.m_size; - m_wordArray = other.m_wordArray; - return *this; + XA_DEBUG_ASSERT(!isEmpty()); + return ((const T *)m_base.buffer)[m_base.size - 1]; } - uint32_t size() const - { - return m_size; - } + XA_INLINE T *begin() { return (T *)m_base.buffer; } + XA_INLINE void clear() { m_base.clear(); } - void clear() + bool contains(const T &value) const { - resize(0); + for (uint32_t i = 0; i < m_base.size; i++) { + if (((const T *)m_base.buffer)[i] == value) + return true; + } + return false; } - void destroy() + void copyFrom(const T *data, uint32_t length) { m_base.copyFrom((const uint8_t *)data, length); } + void copyTo(Array &other) const { m_base.copyTo(other.m_base); } + XA_INLINE const T *data() const { return (const T *)m_base.buffer; } + XA_INLINE T *data() { return (T *)m_base.buffer; } + XA_INLINE T *end() { return (T *)m_base.buffer + m_base.size; } + XA_INLINE bool isEmpty() const { return m_base.size == 0; } + void insertAt(uint32_t index, const T &value) { m_base.insertAt(index, (const uint8_t *)&value); } + void moveTo(Array &other) { m_base.moveTo(other.m_base); } + void push_back(const T &value) { m_base.push_back((const uint8_t *)&value); } + void push_back(const Array &other) { m_base.push_back(other.m_base); } + void pop_back() { m_base.pop_back(); } + void removeAt(uint32_t index) { m_base.removeAt(index); } + void reserve(uint32_t desiredSize) { m_base.reserve(desiredSize); } + void resize(uint32_t newSize) { m_base.resize(newSize, true); } + + void runCtors() { - m_size = 0; - m_wordArray.destroy(); + for (uint32_t i = 0; i < m_base.size; i++) + new (&((T *)m_base.buffer)[i]) T; } - void resize(uint32_t new_size) + void runDtors() { - m_size = new_size; - m_wordArray.resize( (m_size + 31) >> 5 ); + for (uint32_t i = 0; i < m_base.size; i++) + ((T *)m_base.buffer)[i].~T(); } - /// Get bit. - bool bitAt(uint32_t b) const + void setAll(const T &value) { - XA_DEBUG_ASSERT( b < m_size ); - return (m_wordArray[b >> 5] & (1 << (b & 31))) != 0; + auto buffer = (T *)m_base.buffer; + for (uint32_t i = 0; i < m_base.size; i++) + buffer[i] = value; } - // Set a bit. - void setBitAt(uint32_t idx) +#if XA_DEBUG_HEAP + void setMemTag(int memTag) { m_base.setMemTag(memTag); } +#endif + + XA_INLINE uint32_t size() const { return m_base.size; } + XA_INLINE void zeroOutMemory() { memset(m_base.buffer, 0, m_base.elementSize * m_base.size); } + +private: + ArrayBase m_base; +}; + +template +struct ArrayView +{ + ArrayView(Array &a) : data(a.data()), length(a.size()) {} + ArrayView(T *data, uint32_t length) : data(data), length(length) {} + ArrayView &operator=(Array &a) { data = a.data(); length = a.size(); return *this; } + XA_INLINE const T &operator[](uint32_t index) const { XA_DEBUG_ASSERT(index < length); return data[index]; } + T *data; + uint32_t length; +}; + +template +struct ConstArrayView +{ + ConstArrayView(const Array &a) : data(a.data()), length(a.size()) {} + ConstArrayView(const T *data, uint32_t length) : data(data), length(length) {} + ConstArrayView &operator=(const Array &a) { data = a.data(); length = a.size(); return *this; } + XA_INLINE const T &operator[](uint32_t index) const { XA_DEBUG_ASSERT(index < length); return data[index]; } + const T *data; + uint32_t length; +}; + +/// Basis class to compute tangent space basis, ortogonalizations and to transform vectors from one space to another. +struct Basis +{ + XA_NODISCARD static Vector3 computeTangent(const Vector3 &normal) { - XA_DEBUG_ASSERT(idx < m_size); - m_wordArray[idx >> 5] |= (1 << (idx & 31)); + XA_ASSERT(isNormalized(normal)); + // Choose minimum axis. + Vector3 tangent; + if (fabsf(normal.x) < fabsf(normal.y) && fabsf(normal.x) < fabsf(normal.z)) + tangent = Vector3(1, 0, 0); + else if (fabsf(normal.y) < fabsf(normal.z)) + tangent = Vector3(0, 1, 0); + else + tangent = Vector3(0, 0, 1); + // Ortogonalize + tangent -= normal * dot(normal, tangent); + tangent = normalize(tangent, kEpsilon); + return tangent; } - // Toggle a bit. - void toggleBitAt(uint32_t idx) + XA_NODISCARD static Vector3 computeBitangent(const Vector3 &normal, const Vector3 &tangent) { - XA_DEBUG_ASSERT(idx < m_size); - m_wordArray[idx >> 5] ^= (1 << (idx & 31)); + return cross(normal, tangent); } - // Set a bit to the given value. @@ Rename modifyBitAt? - void setBitAt(uint32_t idx, bool b) + Vector3 tangent = Vector3(0.0f); + Vector3 bitangent = Vector3(0.0f); + Vector3 normal = Vector3(0.0f); +}; + +// Simple bit array. +class BitArray +{ +public: + BitArray() : m_size(0) {} + + BitArray(uint32_t sz) { - XA_DEBUG_ASSERT(idx < m_size); - m_wordArray[idx >> 5] = setBits(m_wordArray[idx >> 5], 1 << (idx & 31), b); - XA_DEBUG_ASSERT(bitAt(idx) == b); + resize(sz); } - // Clear all the bits. - void clearAll() + void resize(uint32_t new_size) { - memset(m_wordArray.data(), 0, m_wordArray.size() * sizeof(uint32_t )); + m_size = new_size; + m_wordArray.resize((m_size + 31) >> 5); } - // Set all the bits. - void setAll() + bool get(uint32_t index) const { - memset(m_wordArray.data(), 0xFF, m_wordArray.size() * sizeof(uint32_t )); + XA_DEBUG_ASSERT(index < m_size); + return (m_wordArray[index >> 5] & (1 << (index & 31))) != 0; } - void moveTo(BitArray &other) + void set(uint32_t index) { - other.destroy(); - m_wordArray.moveTo(other.m_wordArray); - swap(m_size, other.m_size); + XA_DEBUG_ASSERT(index < m_size); + m_wordArray[index >> 5] |= (1 << (index & 31)); } -private: - // See "Conditionally set or clear bits without branching" at http://graphics.stanford.edu/~seander/bithacks.html - uint32_t setBits(uint32_t w, uint32_t m, bool b) + void zeroOutMemory() { - return (w & ~m) | (-int(b) & m); + m_wordArray.zeroOutMemory(); } - // Number of bits stored. - uint32_t m_size; - - // Array of bits. +private: + uint32_t m_size; // Number of bits stored. Array m_wordArray; }; class BitImage { public: - BitImage() : m_width(0), m_height(0) {} - BitImage(uint32_t w, uint32_t h) : m_width(w), m_height(h), m_bitArray(w * h) {} + BitImage() : m_width(0), m_height(0), m_rowStride(0), m_data(MemTag::BitImage) {} - const BitImage &operator=(const BitImage &other) + BitImage(uint32_t w, uint32_t h) : m_width(w), m_height(h), m_data(MemTag::BitImage) { - m_width = other.m_width; - m_height = other.m_height; - m_bitArray = other.m_bitArray; - return *this; + m_rowStride = (m_width + 63) >> 6; + m_data.resize(m_rowStride * m_height); + m_data.zeroOutMemory(); } + BitImage(const BitImage &other) = delete; + BitImage &operator=(const BitImage &other) = delete; uint32_t width() const { return m_width; } uint32_t height() const { return m_height; } - void resize(uint32_t w, uint32_t h, bool initValue) + void copyTo(BitImage &other) { - BitArray tmp(w * h); - if (initValue) - tmp.setAll(); - else - tmp.clearAll(); - // @@ Copying one bit at a time. This could be much faster. - for (uint32_t y = 0; y < m_height; y++) { - for (uint32_t x = 0; x < m_width; x++) { - //tmp.setBitAt(y*w + x, bitAt(x, y)); - if (bitAt(x, y) != initValue) - tmp.toggleBitAt(y * w + x); - } + other.m_width = m_width; + other.m_height = m_height; + other.m_rowStride = m_rowStride; + m_data.copyTo(other.m_data); + } + + void resize(uint32_t w, uint32_t h, bool discard) + { + const uint32_t rowStride = (w + 63) >> 6; + if (discard) { + m_data.resize(rowStride * h); + m_data.zeroOutMemory(); + } else { + Array tmp; + tmp.resize(rowStride * h); + memset(tmp.data(), 0, tmp.size() * sizeof(uint64_t)); + // If only height has changed, can copy all rows at once. + if (rowStride == m_rowStride) { + memcpy(tmp.data(), m_data.data(), m_rowStride * min(m_height, h) * sizeof(uint64_t)); + } else if (m_width > 0 && m_height > 0) { + const uint32_t height = min(m_height, h); + for (uint32_t i = 0; i < height; i++) + memcpy(&tmp[i * rowStride], &m_data[i * m_rowStride], min(rowStride, m_rowStride) * sizeof(uint64_t)); + } + tmp.moveTo(m_data); } - tmp.moveTo(m_bitArray); m_width = w; m_height = h; + m_rowStride = rowStride; } - void destroy() + bool get(uint32_t x, uint32_t y) const { - m_bitArray.destroy(); - m_width = m_height = 0; + XA_DEBUG_ASSERT(x < m_width && y < m_height); + const uint32_t index = (x >> 6) + y * m_rowStride; + return (m_data[index] & (UINT64_C(1) << (uint64_t(x) & UINT64_C(63)))) != 0; } - bool bitAt(uint32_t x, uint32_t y) const + void set(uint32_t x, uint32_t y) { XA_DEBUG_ASSERT(x < m_width && y < m_height); - return m_bitArray.bitAt(y * m_width + x); + const uint32_t index = (x >> 6) + y * m_rowStride; + m_data[index] |= UINT64_C(1) << (uint64_t(x) & UINT64_C(63)); + XA_DEBUG_ASSERT(get(x, y)); } - void setBitAt(uint32_t x, uint32_t y) + void zeroOutMemory() { - XA_DEBUG_ASSERT(x < m_width && y < m_height); - m_bitArray.setBitAt(y * m_width + x); + m_data.zeroOutMemory(); } - void clearAll() + bool canBlit(const BitImage &image, uint32_t offsetX, uint32_t offsetY) const { - m_bitArray.clearAll(); + for (uint32_t y = 0; y < image.m_height; y++) { + const uint32_t thisY = y + offsetY; + if (thisY >= m_height) + continue; + uint32_t x = 0; + for (;;) { + const uint32_t thisX = x + offsetX; + if (thisX >= m_width) + break; + const uint32_t thisBlockShift = thisX % 64; + const uint64_t thisBlock = m_data[(thisX >> 6) + thisY * m_rowStride] >> thisBlockShift; + const uint32_t blockShift = x % 64; + const uint64_t block = image.m_data[(x >> 6) + y * image.m_rowStride] >> blockShift; + if ((thisBlock & block) != 0) + return false; + x += 64 - max(thisBlockShift, blockShift); + if (x >= image.m_width) + break; + } + } + return true; } - void moveTo(BitImage &other) + void dilate(uint32_t padding) { - other.destroy(); - m_bitArray.moveTo(other.m_bitArray); - swap(m_width, other.m_width); - swap(m_height, other.m_height); + BitImage tmp(m_width, m_height); + for (uint32_t p = 0; p < padding; p++) { + tmp.zeroOutMemory(); + for (uint32_t y = 0; y < m_height; y++) { + for (uint32_t x = 0; x < m_width; x++) { + bool b = get(x, y); + if (!b) { + if (x > 0) { + b |= get(x - 1, y); + if (y > 0) b |= get(x - 1, y - 1); + if (y < m_height - 1) b |= get(x - 1, y + 1); + } + if (y > 0) b |= get(x, y - 1); + if (y < m_height - 1) b |= get(x, y + 1); + if (x < m_width - 1) { + b |= get(x + 1, y); + if (y > 0) b |= get(x + 1, y - 1); + if (y < m_height - 1) b |= get(x + 1, y + 1); + } + } + if (b) + tmp.set(x, y); + } + } + tmp.m_data.copyTo(m_data); + } } private: uint32_t m_width; uint32_t m_height; - BitArray m_bitArray; -}; - -#if XA_CHECK_FACE_OVERLAP -// From Fast-BVH -struct AABB -{ - AABB() : min(FLT_MAX, FLT_MAX, FLT_MAX), max(-FLT_MAX, -FLT_MAX, -FLT_MAX) {} - AABB(const Vector3 &min, const Vector3 &max) : min(min), max(max) { } - AABB(const Vector3 &p) : min(p), max(p) { } - - bool intersect(const AABB &other) const - { - return min.x <= other.max.x && max.x >= other.min.x && min.y <= other.max.y && max.y >= other.min.y && min.z <= other.max.z && max.z >= other.min.z; - } - - void expandToInclude(const Vector3 &p) - { - min = internal::min(min, p); - max = internal::max(max, p); - } - - void expandToInclude(const AABB &aabb) - { - min = internal::min(min, aabb.min); - max = internal::max(max, aabb.max); - } - - void expand(float amount) - { - min -= Vector3(amount); - max += Vector3(amount); - } - - Vector3 centroid() const - { - return min + (max - min) * 0.5f; - } - - uint32_t maxDimension() const - { - const Vector3 extent = max - min; - uint32_t result = 0; - if (extent.y > extent.x) { - result = 1; - if (extent.z > extent.y) - result = 2; - } - else if(extent.z > extent.x) - result = 2; - return result; - } - - Vector3 min, max; + uint32_t m_rowStride; // In uint64_t's + Array m_data; }; // From Fast-BVH class BVH { public: - BVH(const Array &objectAabbs, uint32_t leafSize = 4) + BVH(const Array &objectAabbs, uint32_t leafSize = 4) : m_objectIds(MemTag::BVH), m_nodes(MemTag::BVH) { + m_objectAabbs = &objectAabbs; + if (m_objectAabbs->isEmpty()) + return; m_objectIds.resize(objectAabbs.size()); for (uint32_t i = 0; i < m_objectIds.size(); i++) m_objectIds[i] = i; @@ -1371,11 +1581,11 @@ class BVH todo[stackptr].parent = nNodes - 1; stackptr++; } - m_objectAabbs = &objectAabbs; } void query(const AABB &queryAabb, Array &result) const { + result.clear(); // Working set uint32_t todo[64]; int32_t stackptr = 0; @@ -1420,11 +1630,119 @@ class BVH Array m_objectIds; Array m_nodes; }; -#endif -class Fit +struct Fit { -public: + static bool computeBasis(const Vector3 *points, uint32_t pointsCount, Basis *basis) + { + if (computeLeastSquaresNormal(points, pointsCount, &basis->normal)) { + basis->tangent = Basis::computeTangent(basis->normal); + basis->bitangent = Basis::computeBitangent(basis->normal, basis->tangent); + return true; + } + return computeEigen(points, pointsCount, basis); + } + +private: + // Fit a plane to a collection of points. + // Fast, and accurate to within a few degrees. + // Returns None if the points do not span a plane. + // https://www.ilikebigbits.com/2015_03_04_plane_from_points.html + static bool computeLeastSquaresNormal(const Vector3 *points, uint32_t pointsCount, Vector3 *normal) + { + XA_DEBUG_ASSERT(pointsCount >= 3); + if (pointsCount == 3) { + *normal = normalize(cross(points[2] - points[0], points[1] - points[0]), kEpsilon); + return true; + } + const float invN = 1.0f / float(pointsCount); + Vector3 centroid(0.0f); + for (uint32_t i = 0; i < pointsCount; i++) + centroid += points[i]; + centroid *= invN; + // Calculate full 3x3 covariance matrix, excluding symmetries: + float xx = 0.0f, xy = 0.0f, xz = 0.0f, yy = 0.0f, yz = 0.0f, zz = 0.0f; + for (uint32_t i = 0; i < pointsCount; i++) { + Vector3 r = points[i] - centroid; + xx += r.x * r.x; + xy += r.x * r.y; + xz += r.x * r.z; + yy += r.y * r.y; + yz += r.y * r.z; + zz += r.z * r.z; + } +#if 0 + xx *= invN; + xy *= invN; + xz *= invN; + yy *= invN; + yz *= invN; + zz *= invN; + Vector3 weighted_dir(0.0f); + { + float det_x = yy * zz - yz * yz; + const Vector3 axis_dir(det_x, xz * yz - xy * zz, xy * yz - xz * yy); + float weight = det_x * det_x; + if (dot(weighted_dir, axis_dir) < 0.0f) + weight = -weight; + weighted_dir += axis_dir * weight; + } + { + float det_y = xx * zz - xz * xz; + const Vector3 axis_dir(xz * yz - xy * zz, det_y, xy * xz - yz * xx); + float weight = det_y * det_y; + if (dot(weighted_dir, axis_dir) < 0.0f) + weight = -weight; + weighted_dir += axis_dir * weight; + } + { + float det_z = xx * yy - xy * xy; + const Vector3 axis_dir(xy * yz - xz * yy, xy * xz - yz * xx, det_z); + float weight = det_z * det_z; + if (dot(weighted_dir, axis_dir) < 0.0f) + weight = -weight; + weighted_dir += axis_dir * weight; + } + *normal = normalize(weighted_dir, kEpsilon); +#else + const float det_x = yy * zz - yz * yz; + const float det_y = xx * zz - xz * xz; + const float det_z = xx * yy - xy * xy; + const float det_max = max(det_x, max(det_y, det_z)); + if (det_max <= 0.0f) + return false; // The points don't span a plane + // Pick path with best conditioning: + Vector3 dir(0.0f); + if (det_max == det_x) + dir = Vector3(det_x,xz * yz - xy * zz,xy * yz - xz * yy); + else if (det_max == det_y) + dir = Vector3(xz * yz - xy * zz, det_y, xy * xz - yz * xx); + else if (det_max == det_z) + dir = Vector3(xy * yz - xz * yy, xy * xz - yz * xx, det_z); + const float len = length(dir); + if (isZero(len, kEpsilon)) + return false; + *normal = dir * (1.0f / len); +#endif + return isNormalized(*normal); + } + + static bool computeEigen(const Vector3 *points, uint32_t pointsCount, Basis *basis) + { + float matrix[6]; + computeCovariance(pointsCount, points, matrix); + if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0) + return false; + float eigenValues[3]; + Vector3 eigenVectors[3]; + if (!eigenSolveSymmetric3(matrix, eigenValues, eigenVectors)) + return false; + basis->normal = normalize(eigenVectors[2], kEpsilon); + basis->tangent = normalize(eigenVectors[0], kEpsilon); + basis->bitangent = normalize(eigenVectors[1], kEpsilon); + return true; + } + static Vector3 computeCentroid(int n, const Vector3 * points) { Vector3 centroid(0.0f); @@ -1455,25 +1773,12 @@ class Fit return centroid; } - static bool isPlanar(int n, const Vector3 *points, float epsilon = XA_EPSILON) - { - // compute the centroid and covariance - float matrix[6]; - computeCovariance(n, points, matrix); - float eigenValues[3]; - Vector3 eigenVectors[3]; - if (!eigenSolveSymmetric3(matrix, eigenValues, eigenVectors)) { - return false; - } - return eigenValues[2] < epsilon; - } - // Tridiagonal solver from Charles Bloom. // Householder transforms followed by QL decomposition. // Seems to be based on the code from Numerical Recipes in C. static bool eigenSolveSymmetric3(const float matrix[6], float eigenValues[3], Vector3 eigenVectors[3]) { - XA_DEBUG_ASSERT(matrix != NULL && eigenValues != NULL && eigenVectors != NULL); + XA_DEBUG_ASSERT(matrix != nullptr && eigenValues != nullptr && eigenVectors != nullptr); float subd[3]; float diag[3]; float work[3][3]; @@ -1635,43 +1940,30 @@ class Fit class FullVector { public: - FullVector(uint32_t dim) { m_array.resize(dim); } - FullVector(const FullVector &v) : m_array(v.m_array) {} - - const FullVector &operator=(const FullVector &v) - { - XA_ASSERT(dimension() == v.dimension()); - m_array = v.m_array; - return *this; - } - - uint32_t dimension() const { return m_array.size(); } - const float &operator[]( uint32_t index ) const { return m_array[index]; } - float &operator[] ( uint32_t index ) { return m_array[index]; } + FullVector(uint32_t dim) : m_array(MemTag::FullVector) { m_array.resize(dim); } + FullVector(const FullVector &v) : m_array(MemTag::FullVector) { v.m_array.copyTo(m_array); } + FullVector &operator=(const FullVector &v) = delete; + XA_INLINE uint32_t dimension() const { return m_array.size(); } + XA_INLINE const float &operator[](uint32_t index) const { return m_array[index]; } + XA_INLINE float &operator[](uint32_t index) { return m_array[index]; } void fill(float f) { const uint32_t dim = dimension(); - for (uint32_t i = 0; i < dim; i++) { + for (uint32_t i = 0; i < dim; i++) m_array[i] = f; - } } private: Array m_array; }; -template, typename E = Equal > +template, typename E = Equal > class HashMap { public: - HashMap() : m_size(4096), m_numSlots(0), m_slots(NULL) - { - } - - HashMap(uint32_t size) : m_size(size), m_numSlots(0), m_slots(NULL) + HashMap(int memTag, uint32_t size) : m_memTag(memTag), m_size(size), m_numSlots(0), m_slots(nullptr), m_keys(memTag), m_next(memTag) { - m_size = max(m_size, 4096u); } ~HashMap() @@ -1680,25 +1972,12 @@ class HashMap XA_FREE(m_slots); } - const HashMap &operator=(const HashMap &other) - { - m_numSlots = other.m_numSlots; - m_slots = other.m_slots; - m_keys = other.m_keys; - m_values = other.m_values; - m_next = other.m_next; - return *this; - } - - const Value &value(uint32_t index) const { return m_values[index]; } - - void add(const Key &key, const Value &value) + void add(const Key &key) { if (!m_slots) alloc(); const uint32_t hash = computeHash(key); m_keys.push_back(key); - m_values.push_back(value); m_next.push_back(m_slots[hash]); m_slots[hash] = m_next.size() - 1; } @@ -1735,11 +2014,10 @@ class HashMap { XA_DEBUG_ASSERT(m_size > 0); m_numSlots = (uint32_t)(m_size * 1.3); - m_slots = XA_ALLOC_ARRAY(uint32_t, m_numSlots); + m_slots = XA_ALLOC_ARRAY(m_memTag, uint32_t, m_numSlots); for (uint32_t i = 0; i < m_numSlots; i++) m_slots[i] = UINT32_MAX; m_keys.reserve(m_size); - m_values.reserve(m_size); m_next.reserve(m_size); } @@ -1749,11 +2027,11 @@ class HashMap return hash(key) % m_numSlots; } + int m_memTag; uint32_t m_size; uint32_t m_numSlots; uint32_t *m_slots; Array m_keys; - Array m_values; Array m_next; }; @@ -1771,112 +2049,34 @@ static void insertionSort(T *data, uint32_t length) } } -/// Mersenne twister random number generator. -class MTRand +class KISSRng { public: - enum { N = 624 }; // length of state vector - enum { M = 397 }; - - /// Constructor that uses the given seed. - MTRand(uint32_t s = (uint32_t)XA_RANDOM_SEED) - { - seed(s); - } + KISSRng() { reset(); } - /// Provide a new seed. - void seed( uint32_t s ) + void reset() { - initialize(s); - reload(); + x = 123456789; + y = 362436000; + z = 521288629; + c = 7654321; } - /// Get a random number between 0 - 65536. - uint32_t get() - { - // Pull a 32-bit integer from the generator state - // Every other access function simply transforms the numbers extracted here - if ( left == 0 ) { - reload(); - } - left--; - uint32_t s1; - s1 = *next++; - s1 ^= (s1 >> 11); - s1 ^= (s1 << 7) & 0x9d2c5680U; - s1 ^= (s1 << 15) & 0xefc60000U; - return ( s1 ^ (s1 >> 18) ); - }; - - /// Get a random number on [0, max] interval. - uint32_t getRange( uint32_t max ) + uint32_t getRange(uint32_t range) { - if (max == 0) return 0; - if (max == UINT32_MAX) return get(); - const uint32_t np2 = nextPowerOfTwo( max + 1 ); // @@ This fails if max == UINT32_MAX - const uint32_t mask = np2 - 1; - uint32_t n; - do { - n = get() & mask; - } while ( n > max ); - return n; + if (range == 0) + return 0; + x = 69069 * x + 12345; + y ^= (y << 13); + y ^= (y >> 17); + y ^= (y << 5); + uint64_t t = 698769069ULL * z + c; + c = (t >> 32); + return (x + y + (z = (uint32_t)t)) % range; } private: - void initialize( uint32_t seed ) - { - // Initialize generator state with seed - // See Knuth TAOCP Vol 2, 3rd Ed, p.106 for multiplier. - // In previous versions, most significant bits (MSBs) of the seed affect - // only MSBs of the state array. Modified 9 Jan 2002 by Makoto Matsumoto. - uint32_t *s = state; - uint32_t *r = state; - int i = 1; - *s++ = seed & 0xffffffffUL; - for ( ; i < N; ++i ) { - *s++ = ( 1812433253UL * ( *r ^ (*r >> 30) ) + i ) & 0xffffffffUL; - r++; - } - } - - void reload() - { - // Generate N new values in state - // Made clearer and faster by Matthew Bellew (matthew.bellew@home.com) - uint32_t *p = state; - int i; - for ( i = N - M; i--; ++p ) - *p = twist( p[M], p[0], p[1] ); - for ( i = M; --i; ++p ) - *p = twist( p[M - N], p[0], p[1] ); - *p = twist( p[M - N], p[0], state[0] ); - left = N, next = state; - } - - uint32_t hiBit( uint32_t u ) const - { - return u & 0x80000000U; - } - uint32_t loBit( uint32_t u ) const - { - return u & 0x00000001U; - } - uint32_t loBits( uint32_t u ) const - { - return u & 0x7fffffffU; - } - uint32_t mixBits( uint32_t u, uint32_t v ) const - { - return hiBit(u) | loBits(v); - } - uint32_t twist( uint32_t m, uint32_t s0, uint32_t s1 ) const - { - return m ^ (mixBits(s0, s1) >> 1) ^ ((~loBit(s1) + 1) & 0x9908b0dfU); - } - - uint32_t state[N]; // internal state - uint32_t *next; // next value to get from state - int left; // number of values left before reload needed + uint32_t x, y, z, c; }; // Based on Pierre Terdiman's and Michael Herf's source code. @@ -1885,7 +2085,7 @@ class MTRand class RadixSort { public: - RadixSort() : m_size(0), m_ranks(NULL), m_ranks2(NULL), m_validRanks(false) {} + RadixSort() : m_size(0), m_ranks(nullptr), m_ranks2(nullptr), m_validRanks(false) {} ~RadixSort() { @@ -1896,12 +2096,12 @@ class RadixSort RadixSort &sort(const float *input, uint32_t count) { - if (input == NULL || count == 0) return *this; + if (input == nullptr || count == 0) return *this; // Resize lists if needed if (count != m_size) { if (count > m_size) { - m_ranks2 = XA_REALLOC(m_ranks2, uint32_t, count); - m_ranks = XA_REALLOC(m_ranks, uint32_t, count); + m_ranks2 = XA_REALLOC(MemTag::Default, m_ranks2, uint32_t, count); + m_ranks = XA_REALLOC(MemTag::Default, m_ranks, uint32_t, count); } m_size = count; m_validRanks = false; @@ -2061,997 +2261,314 @@ class RadixSort } }; -namespace task { - -#define SCHED_CACHE_LINE_SIZE 64 - -struct IndexQueue +// Wrapping this in a class allows temporary arrays to be re-used. +class BoundingBox2D { +public: + Vector2 majorAxis, minorAxis, minCorner, maxCorner; - // [Bruno] for older compilers, - IndexQueue() : - m_list(nullptr), -#ifdef XA_MULTITHREADED - m_lock(ATOMIC_FLAG_INIT), -#endif - m_size(0), - m_inUse(0), - m_current(0) { - } - - ~IndexQueue() - { - XA_DEBUG_ASSERT(m_list == nullptr); - } - - void reset() - { - if (m_list) { - XA_FREE(m_list); - m_list = nullptr; - } - m_size = 0; - m_inUse = 0; - } - - void init(uint16_t max) - { - lock(); - reset(); - m_size = max; - m_inUse = 0; - m_list = static_cast(XA_ALLOC_ARRAY(uint32_t, m_size)); - unlock(); - } - - void push(uint32_t p) - { - lock(); - XA_DEBUG_ASSERT(m_inUse < m_size); - uint16_t pos = (m_current + m_inUse)%m_size; - m_list[pos] = p; - m_inUse++; - unlock(); - } - - uint16_t in_use() + void clear() { - lock(); - uint16_t result = m_inUse; - unlock(); - return result; + m_boundaryVertices.clear(); } - bool pop(uint32_t *res) + void appendBoundaryVertex(Vector2 v) { - lock(); - bool result = false; - if (m_inUse) { - if (res) - *res = m_list[m_current]; - m_current = (m_current+1)%m_size; - m_inUse--; - result = true; - } - unlock(); - return result; - } - -private: - void unlock() { -#ifdef XA_MULTITHREADED // [Bruno] - m_lock.clear(std::memory_order_release); -#endif + m_boundaryVertices.push_back(v); } - void lock() + // This should compute convex hull and use rotating calipers to find the best box. Currently it uses a brute force method. + // If vertices is null or vertexCount is 0, the boundary vertices are used. + void compute(const Vector2 *vertices = nullptr, uint32_t vertexCount = 0) { -#ifdef XA_MULTITHREADED // [Bruno] - while(m_lock.test_and_set(std::memory_order_acquire)) - std::this_thread::yield(); -#endif - } - - uint32_t *m_list; - std::atomic_flag m_lock; - volatile uint16_t m_size; - volatile uint16_t m_inUse; - volatile uint16_t m_current; -}; - -template -struct ObjectPool -{ - static const uint32_t kPosMask = 0x000FFFFF; // 20 bits - static const uint32_t kRefMask = kPosMask; // 20 bits - static const uint32_t kVerMask = 0xFFF00000; // 12 bits - static const uint32_t kVerDisp = 20; - - // [Bruno] - ObjectPool() { - m_data = nullptr; - m_count = 0; - } - - ~ObjectPool() - { - reset(); - } - - void init(uint32_t count) - { - reset(); - m_data = XA_ALLOC_ARRAY(D, count); - for (uint32_t i = 0; i < count; ++i) - m_data[i].state = 0xFFFu << kVerDisp; - m_count = count; - m_next = 0; - } - - void reset() - { - m_count = 0; - m_next = 0; - if (m_data) { - XA_FREE(m_data); - m_data = nullptr; + if (!vertices || vertexCount == 0) { + vertices = m_boundaryVertices.data(); + vertexCount = m_boundaryVertices.size(); } - } - - // only access objects you've previously referenced - T &get(uint32_t hnd) - { - const uint32_t pos = hnd & kPosMask; - XA_DEBUG_ASSERT(pos < m_count); - return m_data[pos].element; - } - - // returns the handler of an object in the pool that can be used - // it also increments in one the number of references (no need to call ref) - uint32_t acquireAndRef() - { - uint32_t tries = 0; - for(;;) { - uint32_t pos = (m_next.fetch_add(1) % m_count); - D &d = m_data[pos]; - const uint32_t version = (d.state.load() & kVerMask) >> kVerDisp; - // note: avoid 0 as version - uint32_t newver = (version + 1) & 0xFFF; - if (newver == 0) - newver = 1; - // instead of using 1 as initial ref, we use 2, when we see 1 - // in the future we know the object must be freed, but it wont - // be actually freed until it reaches 0 - uint32_t newvalue = (newver << kVerDisp) + 2; - uint32_t expected = version << kVerDisp; - if (d.state.compare_exchange_strong(expected, newvalue)) { - newElement(pos); //< initialize - return (newver << kVerDisp) | (pos & kPosMask); + convexHull(m_boundaryVertices.data(), m_boundaryVertices.size(), m_hull, 0.00001f); + // @@ Ideally I should use rotating calipers to find the best box. Using brute force for now. + float best_area = FLT_MAX; + Vector2 best_min(0); + Vector2 best_max(0); + Vector2 best_axis(0); + const uint32_t hullCount = m_hull.size(); + for (uint32_t i = 0, j = hullCount - 1; i < hullCount; j = i, i++) { + if (equal(m_hull[i], m_hull[j], kEpsilon)) + continue; + Vector2 axis = normalize(m_hull[i] - m_hull[j], 0.0f); + XA_DEBUG_ASSERT(isFinite(axis)); + // Compute bounding box. + Vector2 box_min(FLT_MAX, FLT_MAX); + Vector2 box_max(-FLT_MAX, -FLT_MAX); + // Consider all points, not only boundary points, in case the input chart is malformed. + for (uint32_t v = 0; v < vertexCount; v++) { + const Vector2 &point = vertices[v]; + const float x = dot(axis, point); + const float y = dot(Vector2(-axis.y, axis.x), point); + box_min.x = min(box_min.x, x); + box_max.x = max(box_max.x, x); + box_min.y = min(box_min.y, y); + box_max.y = max(box_max.y, y); } - tries++; - XA_DEBUG_ASSERT(tries < m_count*m_count); - } - } - - void unref(uint32_t hnd) const - { - const uint32_t pos = hnd & kPosMask; -#ifdef _DEBUG - const uint32_t ver = (hnd & kVerMask); -#endif - D &d = m_data[pos]; - for(;;) { - uint32_t prev = d.state.load(); - uint32_t next = prev - 1; - XA_DEBUG_ASSERT((prev & kVerMask) == ver); - XA_DEBUG_ASSERT((prev & kRefMask) > 1); - if (d.state.compare_exchange_strong(prev, next)) { - if ((next & kRefMask) == 1) { - deleteElement(pos); - d.state = 0; - } - return; + // Compute box area. + const float area = (box_max.x - box_min.x) * (box_max.y - box_min.y); + if (area < best_area) { + best_area = area; + best_min = box_min; + best_max = box_max; + best_axis = axis; } } + majorAxis = best_axis; + minorAxis = Vector2(-best_axis.y, best_axis.x); + minCorner = best_min; + maxCorner = best_max; + XA_ASSERT(isFinite(majorAxis) && isFinite(minorAxis) && isFinite(minCorner)); } - // decrements the counter, if the object is no longer valid (last ref) - // the given function will be executed with the element - template - void unref(uint32_t hnd, F f) const +private: + // Compute the convex hull using Graham Scan. + void convexHull(const Vector2 *input, uint32_t inputCount, Array &output, float epsilon) { - const uint32_t pos = hnd & kPosMask; -#ifdef _DEBUG - const uint32_t ver = (hnd & kVerMask); -#endif - D& d = m_data[pos]; - for(;;) { - uint32_t prev = d.state.load(); - uint32_t next = prev - 1; - XA_DEBUG_ASSERT((prev & kVerMask) == ver); - XA_DEBUG_ASSERT((prev & kRefMask) > 1); - if (d.state.compare_exchange_strong(prev, next)) { - if ((next & kRefMask) == 1) { - f(d.element); - deleteElement(pos); - d.state = 0; - } - return; + m_coords.resize(inputCount); + for (uint32_t i = 0; i < inputCount; i++) + m_coords[i] = input[i].x; + RadixSort radix; + radix.sort(m_coords); + const uint32_t *ranks = radix.ranks(); + m_top.clear(); + m_bottom.clear(); + m_top.reserve(inputCount); + m_bottom.reserve(inputCount); + Vector2 P = input[ranks[0]]; + Vector2 Q = input[ranks[inputCount - 1]]; + float topy = max(P.y, Q.y); + float boty = min(P.y, Q.y); + for (uint32_t i = 0; i < inputCount; i++) { + Vector2 p = input[ranks[i]]; + if (p.y >= boty) + m_top.push_back(p); + } + for (uint32_t i = 0; i < inputCount; i++) { + Vector2 p = input[ranks[inputCount - 1 - i]]; + if (p.y <= topy) + m_bottom.push_back(p); + } + // Filter top list. + output.clear(); + XA_DEBUG_ASSERT(m_top.size() >= 2); + output.push_back(m_top[0]); + output.push_back(m_top[1]); + for (uint32_t i = 2; i < m_top.size(); ) { + Vector2 a = output[output.size() - 2]; + Vector2 b = output[output.size() - 1]; + Vector2 c = m_top[i]; + float area = triangleArea(a, b, c); + if (area >= -epsilon) + output.pop_back(); + if (area < -epsilon || output.size() == 1) { + output.push_back(c); + i++; } } - } - - // returns true if the given position was a valid object - bool ref(uint32_t hnd) const - { - if (!hnd) - return false; - const uint32_t pos = hnd & kPosMask; - const uint32_t ver = (hnd & kVerMask); - D &d = m_data[pos]; - for (;;) { - uint32_t prev = d.state.load(); - const uint32_t next_c = ((prev & kRefMask) + 1); - if ((prev & kVerMask) != ver || next_c <= 2) - return false; - XA_DEBUG_ASSERT(next_c == (next_c & kRefMask)); - uint32_t next = (prev & kVerMask) | next_c ; - if (d.state.compare_exchange_strong(prev, next)) - return true; + uint32_t top_count = output.size(); + XA_DEBUG_ASSERT(m_bottom.size() >= 2); + output.push_back(m_bottom[1]); + // Filter bottom list. + for (uint32_t i = 2; i < m_bottom.size(); ) { + Vector2 a = output[output.size() - 2]; + Vector2 b = output[output.size() - 1]; + Vector2 c = m_bottom[i]; + float area = triangleArea(a, b, c); + if (area >= -epsilon) + output.pop_back(); + if (area < -epsilon || output.size() == top_count) { + output.push_back(c); + i++; + } } + // Remove duplicate element. + XA_DEBUG_ASSERT(output.size() > 0); + output.pop_back(); } - uint32_t refCount(uint32_t hnd) const - { - if (!hnd) - return 0; - const uint32_t pos = hnd & kPosMask; - const uint32_t ver = (hnd & kVerMask); - D &d = m_data[pos]; - const uint32_t current = d.state.load(); - if ((current & kVerMask) != ver) - return 0; - return (current & kRefMask); - } - -private: - void newElement(uint32_t pos) const - { - new (&m_data[pos].element) T; - } - - void deleteElement(uint32_t pos) const - { - m_data[pos].element.~T(); - } - - struct D - { - // [Bruno] - D() : state({0}), version(0) { - } - mutable std::atomic state; - uint32_t version; - T element; - // Avoid false sharing between threads - char padding[SCHED_CACHE_LINE_SIZE]; - }; - - D *m_data; - std::atomic m_next; - size_t m_count; + Array m_boundaryVertices; + Array m_coords; + Array m_top, m_bottom, m_hull; }; -struct Job +static uint32_t meshEdgeFace(uint32_t edge) { return edge / 3; } +static uint32_t meshEdgeIndex0(uint32_t edge) { return edge; } + +static uint32_t meshEdgeIndex1(uint32_t edge) { - void (*func)(void *userData); - void *userData; -}; + const uint32_t faceFirstEdge = edge / 3 * 3; + return faceFirstEdge + (edge - faceFirstEdge + 1) % 3; +} -struct Sync +struct MeshFlags { - // [Bruno] - Sync() : hnd(0) { - } - uint32_t hnd; + enum + { + HasFaceGroups = 1<<0, + HasIgnoredFaces = 1<<1, + HasNormals = 1<<2 + }; }; -struct SchedulerParams -{ - SchedulerParams() { - num_threads = 16; - max_running_threads = 0; - max_number_tasks = 1024; - thread_num_tries_on_idle = 16; - thread_sleep_on_idle_in_microseconds = 5; - } - uint16_t num_threads; // num OS threads created - uint16_t max_running_threads; // 0 --> will be set to max hardware concurrency - uint16_t max_number_tasks; // max number of simultaneous tasks - uint16_t thread_num_tries_on_idle; // number of tries before suspend the thread - uint32_t thread_sleep_on_idle_in_microseconds; // time spent waiting between tries -}; +class Mesh; +static void meshGetBoundaryLoops(const Mesh &mesh, Array &boundaryLoops); -#if XA_MULTITHREADED -class Scheduler +class Mesh { public: - Scheduler(const SchedulerParams &_params = SchedulerParams()) : m_activeThreads(0) - { - stop(); - m_running = true; - m_params = _params; - if (m_params.max_running_threads == 0) - m_params.max_running_threads = static_cast(std::thread::hardware_concurrency()); - // create tasks - m_tasks.init(m_params.max_number_tasks); - m_counters.init(m_params.max_number_tasks); - m_readyTasks.init(m_params.max_number_tasks); - XA_DEBUG_ASSERT(m_workers == nullptr); - m_workers = static_cast(XA_ALLOC_ARRAY(Worker, m_params.num_threads)); - for(uint16_t i = 0; i < m_params.num_threads; ++i) { - new (&m_workers[i]) Worker(); - m_workers[i].thread_index = i; - } - XA_DEBUG_ASSERT(m_activeThreads.load() == 0); - for(uint16_t i = 0; i < m_params.num_threads; ++i) { - m_workers[i].thread = std::thread(WorkerThreadMain, this, &m_workers[i]); - } - } - - ~Scheduler() - { - stop(); - } - - void stop() - { - if (m_running) { - m_running = false; - for(uint16_t i = 0; i < m_params.num_threads; ++i) { - wakeUpThreads(m_params.num_threads); - } - for(uint16_t i = 0; i < m_params.num_threads; ++i) { - m_workers[i].thread.join(); - m_workers[i].~Worker(); - } - XA_FREE(m_workers); - m_workers = nullptr; - m_tasks.reset(); - m_counters.reset(); - m_readyTasks.reset(); - XA_DEBUG_ASSERT(m_activeThreads.load() == 0); - } - } - - void run(const Job &job, Sync *sync_obj = nullptr) - { - XA_DEBUG_ASSERT(m_running); - uint32_t t_ref = createTask(job, sync_obj); - m_readyTasks.push(t_ref); - wakeUpOneThread(); - } - - void runAfter(Sync _trigger, const Job &_job, Sync *_sync_obj = nullptr) + Mesh(float epsilon, uint32_t approxVertexCount, uint32_t approxFaceCount, uint32_t flags = 0, uint32_t id = UINT32_MAX) : m_epsilon(epsilon), m_flags(flags), m_id(id), m_faceIgnore(MemTag::Mesh), m_ignoredFaceCount(0), m_indices(MemTag::MeshIndices), m_positions(MemTag::MeshPositions), m_normals(MemTag::MeshNormals), m_texcoords(MemTag::MeshTexcoords), m_faceGroups(MemTag::Mesh), m_faceGroupFirstFace(MemTag::Mesh), m_faceGroupNextFace(MemTag::Mesh), m_faceGroupFaceCounts(MemTag::Mesh), m_colocalVertexCount(0), m_nextColocalVertex(MemTag::MeshColocals), m_boundaryEdges(MemTag::MeshBoundaries), m_oppositeEdges(MemTag::MeshBoundaries), m_nextBoundaryEdges(MemTag::MeshBoundaries), m_edgeMap(MemTag::MeshEdgeMap, approxFaceCount * 3) { - XA_DEBUG_ASSERT(m_running); - uint32_t trigger = _trigger.hnd; - uint32_t t_ref = createTask(_job, _sync_obj); - bool valid = m_counters.ref(trigger); - if (valid) { - Counter *c = &m_counters.get(trigger); - for(;;) { - uint32_t current = c->task_id.load(); - if (c->task_id.compare_exchange_strong(current, t_ref)) { - Task *task = &m_tasks.get(t_ref); - task->next_sibling_task = current; - break; - } - } - unrefCounter(trigger); - } else { - m_readyTasks.push(t_ref); - wakeUpOneThread(); - } - } - - void waitFor(Sync s) //< suspend current thread - { - if (m_counters.ref(s.hnd)) { - Counter &counter = m_counters.get(s.hnd); - XA_DEBUG_ASSERT(counter.wait_ptr == nullptr); - WaitFor wf; - counter.wait_ptr = &wf; - unrefCounter(s.hnd); - CurrentThreadSleeps(); - wf.wait(); - CurrentThreadWakesUp(); - } - } - - // Call this method before a mutex/lock/etc... to notify the scheduler - static void CurrentThreadSleeps() - { - CurrentThreadBeforeLockResource(nullptr); - } - - // call this again to notify the thread is again running - static void CurrentThreadWakesUp() - { - CurrentThreadAfterLockResource(); + m_indices.reserve(approxFaceCount * 3); + m_positions.reserve(approxVertexCount); + m_texcoords.reserve(approxVertexCount); + if (m_flags & MeshFlags::HasFaceGroups) + m_faceGroups.reserve(approxFaceCount); + if (m_flags & MeshFlags::HasIgnoredFaces) + m_faceIgnore.reserve(approxFaceCount); + if (m_flags & MeshFlags::HasNormals) + m_normals.reserve(approxVertexCount); } - // Call this method before locking a resource, this will be used by the - // scheduler to wakeup another thread as a worker. - static void CurrentThreadBeforeLockResource(const void *resource_ptr, const char *name = nullptr) - { - // if the lock might work, wake up one thread to replace this one - TLS *d = tls(); - if (d->scheduler && d->scheduler->m_running.load()) { - d->scheduler->m_activeThreads.fetch_sub(1); - d->scheduler->wakeUpOneThread(); - } - d->next_lock = {resource_ptr, name}; - } + static constexpr uint16_t kInvalidFaceGroup = UINT16_MAX; + uint32_t flags() const { return m_flags; } + uint32_t id() const { return m_id; } - // Call this method after calling CurrentThreadBeforeLockResource, this will be - // used to notify the scheduler that this thread can continue working. - // If success is true, the lock was successful, false if the thread was not - // blocked but also didn't adquired the lock (try_lock) - static void CurrentThreadAfterLockResource() + void addVertex(const Vector3 &pos, const Vector3 &normal = Vector3(0.0f), const Vector2 &texcoord = Vector2(0.0f)) { - // mark this thread as active (so eventually one thread will step down) - TLS *d = tls(); - if (d->scheduler && d->scheduler->m_running.load()) - d->scheduler->m_activeThreads.fetch_add(1); - d->next_lock = { nullptr, nullptr }; // reset + XA_DEBUG_ASSERT(isFinite(pos)); + m_positions.push_back(pos); + if (m_flags & MeshFlags::HasNormals) + m_normals.push_back(normal); + m_texcoords.push_back(texcoord); } -private: - struct TLS + struct AddFaceResult { - Scheduler *scheduler = nullptr; - - struct Resource + enum Enum { - const void *ptr; - const char *name; + OK, + DuplicateEdge = 1 }; - - Resource next_lock = { nullptr, nullptr }; }; - static TLS *tls() - { - static thread_local TLS tls; - return &tls; - } - - void wakeUpOneThread() + AddFaceResult::Enum addFace(uint32_t v0, uint32_t v1, uint32_t v2, bool ignore = false, bool hashEdge = true) { - for(;;) { - uint32_t active = m_activeThreads.load(); - if ((active >= m_params.max_running_threads) || wakeUpThreads(1)) - return; - } + uint32_t indexArray[3]; + indexArray[0] = v0; + indexArray[1] = v1; + indexArray[2] = v2; + return addFace(indexArray, ignore, hashEdge); } - SchedulerParams m_params; - std::atomic m_activeThreads; - std::atomic m_running = {0}; - - struct Task + AddFaceResult::Enum addFace(const uint32_t *indices, bool ignore = false, bool hashEdge = true) { - Job job; - uint32_t counter_id = 0; - std::atomic next_sibling_task = {0}; - }; - - struct WaitFor - { - explicit WaitFor() : owner(std::this_thread::get_id()), ready(false) {} - - void wait() - { - XA_DEBUG_ASSERT(std::this_thread::get_id() == owner); - std::unique_lock lk(mutex); - if (!ready) - condition_variable.wait(lk); + AddFaceResult::Enum result = AddFaceResult::OK; + if (m_flags & MeshFlags::HasFaceGroups) + m_faceGroups.push_back(kInvalidFaceGroup); + if (m_flags & MeshFlags::HasIgnoredFaces) { + m_faceIgnore.push_back(ignore); + if (ignore) + m_ignoredFaceCount++; } - - void signal() - { - if (owner != std::this_thread::get_id()) { - std::lock_guard lk(mutex); - ready = true; - condition_variable.notify_all(); - } else { - ready = true; + const uint32_t firstIndex = m_indices.size(); + for (uint32_t i = 0; i < 3; i++) + m_indices.push_back(indices[i]); + if (hashEdge) { + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex0 = m_indices[firstIndex + i]; + const uint32_t vertex1 = m_indices[firstIndex + (i + 1) % 3]; + const EdgeKey key(vertex0, vertex1); + if (m_edgeMap.get(key) != UINT32_MAX) + result = AddFaceResult::DuplicateEdge; + m_edgeMap.add(key); } } - private: - std::thread::id const owner; - std::mutex mutex; - std::condition_variable condition_variable; - bool ready; - }; - - struct Worker - { - std::thread thread; - // setted by the thread when is sleep - std::atomic wake_up = {nullptr}; - TLS *thread_tls = nullptr; - uint16_t thread_index = 0xFFFF; - }; - - struct Counter - { - std::atomic task_id; - std::atomic user_count; - WaitFor *wait_ptr = nullptr; - }; + return result; + } - uint16_t wakeUpThreads(uint16_t max_num_threads) + void createColocals() { - uint16_t total_woken_up = 0; - for(uint32_t i = 0; (i < m_params.num_threads) && (total_woken_up < max_num_threads); ++i) { - WaitFor *wake_up = m_workers[i].wake_up.exchange(nullptr); - if (wake_up) { - wake_up->signal(); - total_woken_up++; - // Add one to the total active threads, for later substracting it, this - // will take the thread as awake before the thread actually is again working - m_activeThreads.fetch_add(1); + const uint32_t vertexCount = m_positions.size(); + Array aabbs(MemTag::BVH); + aabbs.resize(vertexCount); + for (uint32_t i = 0; i < m_positions.size(); i++) + aabbs[i] = AABB(m_positions[i], m_epsilon); + BVH bvh(aabbs); + Array colocals(MemTag::MeshColocals); + Array potential(MemTag::MeshColocals); + m_colocalVertexCount = 0; + m_nextColocalVertex.resize(vertexCount); + for (uint32_t i = 0; i < vertexCount; i++) + m_nextColocalVertex[i] = UINT32_MAX; + for (uint32_t i = 0; i < vertexCount; i++) { + if (m_nextColocalVertex[i] != UINT32_MAX) + continue; // Already linked. + // Find other vertices colocal to this one. + colocals.clear(); + colocals.push_back(i); // Always add this vertex. + bvh.query(AABB(m_positions[i], m_epsilon), potential); + for (uint32_t j = 0; j < potential.size(); j++) { + const uint32_t otherVertex = potential[j]; + if (otherVertex != i && equal(m_positions[i], m_positions[otherVertex], m_epsilon) && m_nextColocalVertex[otherVertex] == UINT32_MAX) + colocals.push_back(otherVertex); + } + if (colocals.size() == 1) { + // No colocals for this vertex. + m_nextColocalVertex[i] = i; + continue; } + m_colocalVertexCount += colocals.size(); + // Link in ascending order. + insertionSort(colocals.data(), colocals.size()); + for (uint32_t j = 0; j < colocals.size(); j++) + m_nextColocalVertex[colocals[j]] = colocals[(j + 1) % colocals.size()]; + XA_DEBUG_ASSERT(m_nextColocalVertex[i] != UINT32_MAX); } - m_activeThreads.fetch_sub(total_woken_up); - return total_woken_up; } - uint32_t createTask(const Job &job, Sync *sync_obj) + // Check if the face duplicates any edges of any face already in the group. + bool faceDuplicatesGroupEdge(uint16_t group, uint32_t face) const { - uint32_t ref = m_tasks.acquireAndRef(); - Task *task = &m_tasks.get(ref); - task->job = job; - task->counter_id = 0; - task->next_sibling_task = 0; - if (sync_obj) { - bool new_counter = !m_counters.ref(sync_obj->hnd); - if (new_counter) - sync_obj->hnd = createCounter(); - task->counter_id = sync_obj->hnd; - } - return ref; - } - - uint32_t createCounter() - { - uint32_t hnd = m_counters.acquireAndRef(); - Counter *c = &m_counters.get(hnd); - c->task_id = 0; - c->user_count = 0; - c->wait_ptr = nullptr; - return hnd; - } - - void unrefCounter(uint32_t hnd) - { - if (m_counters.ref(hnd)) { - m_counters.unref(hnd); - Scheduler *schd = this; - m_counters.unref(hnd, [schd](Counter &c) { - // wake up all tasks - uint32_t tid = c.task_id; - while (schd->m_tasks.ref(tid)) { - Task &task = schd->m_tasks.get(tid); - uint32_t next_tid = task.next_sibling_task; - task.next_sibling_task = 0; - schd->m_readyTasks.push(tid); - schd->wakeUpOneThread(); - schd->m_tasks.unref(tid); - tid = next_tid; - } - if (c.wait_ptr) - c.wait_ptr->signal(); - }); - } - } - - Worker *m_workers = nullptr; - ObjectPool m_tasks; - ObjectPool m_counters; - IndexQueue m_readyTasks; - - static void WorkerThreadMain(Scheduler *schd, Scheduler::Worker *worker_data) - { - const uint16_t id = worker_data->thread_index; - TLS *local_storage = tls(); - local_storage->scheduler = schd; - worker_data->thread_tls = local_storage; - auto const ttl_wait = schd->m_params.thread_sleep_on_idle_in_microseconds; - auto const ttl_value = schd->m_params.thread_num_tries_on_idle ? schd->m_params.thread_num_tries_on_idle : 1; - schd->m_activeThreads.fetch_add(1); - for(;;) { - { // wait for new activity - auto current_num = schd->m_activeThreads.fetch_sub(1); - if (!schd->m_running) - return; - if (schd->m_readyTasks.in_use() == 0 || - current_num > schd->m_params.max_running_threads) { - WaitFor wf; - schd->m_workers[id].wake_up = &wf; - wf.wait(); - if (!schd->m_running) - return; - } - schd->m_activeThreads.fetch_add(1); - schd->m_workers[id].wake_up = nullptr; - } - auto ttl = ttl_value; - { // do some work - uint32_t task_ref; - while (ttl && schd->m_running ) { - if (!schd->m_readyTasks.pop(&task_ref)) { - ttl--; - if (ttl_wait) std::this_thread::sleep_for(std::chrono::microseconds(ttl_wait)); - continue; - } - ttl = ttl_value; - Task *t = &schd->m_tasks.get(task_ref); - t->job.func(t->job.userData); - uint32_t counter = t->counter_id; - schd->m_tasks.unref(task_ref); - schd->unrefCounter(counter); - } + for (FaceEdgeIterator edgeIt(this, face); !edgeIt.isDone(); edgeIt.advance()) { + for (ColocalEdgeIterator colocalEdgeIt(this, edgeIt.vertex0(), edgeIt.vertex1()); !colocalEdgeIt.isDone(); colocalEdgeIt.advance()) { + if (m_faceGroups[meshEdgeFace(colocalEdgeIt.edge())] == group) + return true; } } - worker_data->thread_tls = nullptr; - local_storage->scheduler = nullptr; - } -}; -#else -class Scheduler -{ -public: - Scheduler() {} - ~Scheduler() {} - void init(const SchedulerParams ¶ms = SchedulerParams()) - { - XA_UNUSED(params); - } - - void stop() {} - void run(const Job &job, Sync *) - { - Job j(job); - j.func(j.userData); + return false; } - void runAfter(Sync, const Job &job, Sync *) + void createFaceGroups() { - Job j(job); - j.func(j.userData); - } - - void waitFor(Sync) {} - uint32_t numPendingTasks(Sync) { return 0; } - - void getDebugStatus(char *buffer, size_t buffer_size) { - if (buffer_size) - buffer[0] = 0; - } - - void incrementSync(Sync *) {} - void decrementSync(Sync *) {} - void wakeUpOneThread() {} -}; -#endif - -struct Progress -{ - Progress(ProgressCategory::Enum category, ProgressFunc func, void *userData, uint32_t maxValue) : value(0), m_category(category), m_func(func), m_userData(userData), m_maxValue(maxValue), m_progress(0) - { - if (func) - func(category, 0, userData); - } - - ~Progress() - { - if (m_func) - m_func(m_category, 100, m_userData); - } - - void update() - { - if (!m_func) - return; - m_mutex.lock(); - const uint32_t newProgress = uint32_t(ceilf(value.load() / (float)m_maxValue * 100.0f)); - if (newProgress != m_progress && newProgress < 100) { - m_progress = newProgress; - m_func(m_category, m_progress, m_userData); - } - m_mutex.unlock(); - } - - std::atomic value; - -private: - ProgressCategory::Enum m_category; - ProgressFunc m_func; - void *m_userData; - uint32_t m_maxValue; - uint32_t m_progress; - std::mutex m_mutex; -}; - -} // namespace task - -struct Edge -{ - uint32_t relativeIndex; // absolute: face.firstIndex + relativeIndex - uint32_t face; - uint32_t index0; - uint32_t index1; -}; - -struct Face -{ - uint32_t firstIndex; // Index into Mesh::m_indices. - uint32_t nIndices; -}; - -struct FaceFlags -{ - enum - { - Ignore = 1<<0 - }; -}; - -struct MeshFlags -{ - enum - { - HasNormals = 1<<0, - }; -}; - -class Mesh; -static void meshGetBoundaryLoops(const Mesh &mesh, Array &boundaryLoops); - -class Mesh -{ -public: - Mesh(uint32_t flags = 0, uint32_t approxVertexCount = 0, uint32_t approxFaceCount = 0, uint32_t id = UINT32_MAX) : m_flags(flags), m_id(id), m_colocalVertexCount(0), m_edgeMap(approxFaceCount * 3) - { - m_edges.reserve(approxFaceCount * 3); - m_faces.reserve(approxFaceCount); - m_faceFlags.reserve(approxFaceCount); - m_faceGroups.reserve(approxFaceCount); - m_indices.reserve(approxFaceCount * 3); - m_positions.reserve(approxVertexCount); - m_texcoords.reserve(approxVertexCount); - if (m_flags & MeshFlags::HasNormals) - m_normals.reserve(approxVertexCount); - } - - uint32_t flags() const { return m_flags; } - uint32_t id() const { return m_id; } - - void addVertex(const Vector3 &pos, const Vector3 &normal = Vector3(0.0f), const Vector2 &texcoord = Vector2(0.0f)) - { - XA_DEBUG_ASSERT(isFinite(pos)); - m_positions.push_back(pos); - if (m_flags & MeshFlags::HasNormals) - m_normals.push_back(normal); - m_texcoords.push_back(texcoord); - } - - void addFace(uint32_t v0, uint32_t v1, uint32_t v2, uint32_t flags = 0) - { - uint32_t indexArray[3]; - indexArray[0] = v0; - indexArray[1] = v1; - indexArray[2] = v2; - addFace(indexArray, 3, flags); - } - - void addFace(const Array &indexArray, uint32_t flags = 0) - { - addFace(indexArray.data(), indexArray.size(), flags); - } - - void addFace(const uint32_t *indexArray, uint32_t indexCount, uint32_t flags = 0) - { - Face face; - face.firstIndex = m_indices.size(); - face.nIndices = indexCount; - m_faces.push_back(face); - m_faceFlags.push_back(flags); - m_faceGroups.push_back(UINT32_MAX); - for (uint32_t i = 0; i < indexCount; i++) - m_indices.push_back(indexArray[i]); - for (uint32_t i = 0; i < indexCount; i++) { - Edge edge; - edge.face = m_faces.size() - 1; - edge.relativeIndex = i; - edge.index0 = face.firstIndex + i; - edge.index1 = face.firstIndex + (i + 1) % face.nIndices; - m_edges.push_back(edge); - const uint32_t vertex0 = m_indices[edge.index0]; - const uint32_t vertex1 = m_indices[edge.index1]; - const uint32_t edgeIndex = m_edges.size() - 1; - const EdgeKey key(vertex0, vertex1); - -//[Bruno] deactivated for now. -//#ifdef _DEBUG -// if (m_id == UINT32_MAX) -// XA_DEBUG_ASSERT(m_edgeMap.get(key) == UINT32_MAX); -//#endif - m_edgeMap.add(key, edgeIndex); - } - } - - void createFaceNormals() - { - const uint32_t faceCount = m_faces.size(); - m_faceNormals.resize(faceCount); - for (uint32_t i = 0; i < faceCount; i++) - m_faceNormals[i] = calculateFaceNormal(i); - } - - void createColocals() - { - const uint32_t vertexCount = m_positions.size(); - HashMap positionMap(vertexCount); - for (uint32_t i = 0; i < m_positions.size(); i++) - positionMap.add(m_positions[i], i); - Array colocals; - m_nextColocalVertex.resize(vertexCount, UINT32_MAX); - for (uint32_t i = 0; i < vertexCount; i++) { - if (m_nextColocalVertex[i] != UINT32_MAX) - continue; // Already done. - colocals.clear(); - uint32_t mapPosIndex = positionMap.get(m_positions[i]); - while (mapPosIndex != UINT32_MAX) { - colocals.push_back(positionMap.value(mapPosIndex)); - mapPosIndex = positionMap.getNext(mapPosIndex); - } - if (colocals.size() == 1) { - // No colocals for this vertex. - m_nextColocalVertex[i] = i; - continue; - } - insertionSort(colocals.data(), colocals.size()); - for (uint32_t j = 0; j < colocals.size(); j++) - m_nextColocalVertex[colocals[j]] = colocals[(j + 1) % colocals.size()]; - XA_DEBUG_ASSERT(m_nextColocalVertex[i] != UINT32_MAX); - } - } - - // Check if the face duplicates any edges of any face already in the group. - bool faceDuplicatesGroupEdge(uint32_t group, uint32_t face) const - { - for (FaceEdgeIterator edgeIt(this, face); !edgeIt.isDone(); edgeIt.advance()) { - for (ColocalEdgeIterator colocalEdgeIt(this, edgeIt.vertex0(), edgeIt.vertex1()); !colocalEdgeIt.isDone(); colocalEdgeIt.advance()) { - if (m_faceGroups[m_edges[colocalEdgeIt.edge()].face] == group) - return true; - } - } - return false; - } - - // Check if the face mirrors any face already in the group. - // i.e. don't want two-sided faces in the same group. - // A face mirrors another face if all edges match with opposite winding. - bool faceMirrorsGroupFace(uint32_t group, uint32_t face) const - { - FaceEdgeIterator edgeIt(this, face); - for (ColocalEdgeIterator colocalEdgeIt(this, edgeIt.vertex1(), edgeIt.vertex0()); !colocalEdgeIt.isDone(); colocalEdgeIt.advance()) { - const uint32_t candidateFace = m_edges[colocalEdgeIt.edge()].face; - if (m_faceGroups[candidateFace] == group) { - // Found a match for mirrored first edge, try the other edges. - bool match = false; - for (; !edgeIt.isDone(); edgeIt.advance()) { - match = false; - for (ColocalEdgeIterator colocalEdgeIt2(this, edgeIt.vertex1(), edgeIt.vertex0()); !colocalEdgeIt2.isDone(); colocalEdgeIt2.advance()) { - if (m_edges[colocalEdgeIt2.edge()].face == candidateFace) { - match = true; - break; - } - } - if (!match) - break; - } - if (match) - return true; // All edges are mirrored in this face. - // Try the next face. - edgeIt = FaceEdgeIterator(this, candidateFace); - } - } - return false; - } - -#if XA_CHECK_FACE_OVERLAP - bool faceOverlapsGroupFace(const Array &edgeAabbs, const BVH &edgeBvh, uint32_t group, uint32_t face) const - { - Array hitEdges; - hitEdges.reserve(8); - for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { - hitEdges.clear(); - edgeBvh.query(edgeAabbs[it.edge()], hitEdges); - for (uint32_t e = 0; e < hitEdges.size(); e++) { - const Edge &otherEdge = m_edges[hitEdges[e]]; - if (otherEdge.face == face || m_faceGroups[otherEdge.face] != group) - continue; - const Vector3 &otherPosition0 = m_positions[m_indices[otherEdge.index0]]; - const Vector3 &otherPosition1 = m_positions[m_indices[otherEdge.index1]]; - if (equal(it.position0(), otherPosition0) || equal(it.position0(), otherPosition1) || equal(it.position1(), otherPosition0) || equal(it.position1(), otherPosition1)) - continue; - Vector3 points[4]; - points[0] = it.position0(); - points[1] = it.position1(); - points[2] = otherPosition0; - points[3] = otherPosition1; - int planarDimension = -1; - for (uint32_t i = 0; i < 3; i++) { - if (equal((&points[0].x)[i], (&points[1].x)[i]) && equal((&points[1].x)[i], (&points[2].x)[i]) && equal((&points[2].x)[i], (&points[3].x)[i])) { - planarDimension = i; - break; - } - } - if (planarDimension == -1) - continue; // Points don't lie on the same plane. - Vector2 points2[4]; - for (uint32_t i = 0; i < 4; i++) { - uint32_t k = 0; - for (uint32_t j = 0; j < 2; j++) { - if (k == (uint32_t)planarDimension) - k++; - (&points2[i].x)[j] = (&points[i].x)[k]; - k++; - } - } - if (linesIntersect(points2[0], points2[1], points2[2], points2[3])) - return true; - } - } - return false; - } -#endif - - void createFaceGroups() - { - const uint32_t faceCount = m_faces.size(); - uint32_t group = 0; + uint32_t firstUnassignedFace = 0; + uint16_t group = 0; Array growFaces; -#if XA_CHECK_FACE_OVERLAP - const uint32_t edgeCount = m_edges.size(); - Array edgeAabbs; - edgeAabbs.resize(edgeCount); - for (uint32_t i = 0; i < edgeCount; i++) { - edgeAabbs[i].expandToInclude(m_positions[m_indices[m_edges[i].index0]]); - edgeAabbs[i].expandToInclude(m_positions[m_indices[m_edges[i].index1]]); - edgeAabbs[i].expand(XA_EPSILON); - } - BVH edgeBvh(edgeAabbs); -#endif + const uint32_t n = faceCount(); + m_faceGroupNextFace.resize(n); for (;;) { // Find an unassigned face. uint32_t face = UINT32_MAX; - for (uint32_t f = 0; f < faceCount; f++) { - if (m_faceGroups[f] == UINT32_MAX && !(m_faceFlags[f] & FaceFlags::Ignore)) { + for (uint32_t f = firstUnassignedFace; f < n; f++) { + if (m_faceGroups[f] == kInvalidFaceGroup && !isFaceIgnored(f)) { face = f; + firstUnassignedFace = f + 1; break; } } if (face == UINT32_MAX) break; // All faces assigned to a group (except ignored faces). m_faceGroups[face] = group; + m_faceGroupNextFace[face] = UINT32_MAX; + m_faceGroupFirstFace.push_back(face); growFaces.clear(); growFaces.push_back(face); + uint32_t prevFace = face, groupFaceCount = 1; // Find faces connected to the face and assign them to the same group as the face, unless they are already assigned to another group. for (;;) { if (growFaces.isEmpty()) @@ -3065,65 +2582,75 @@ class Mesh bool alreadyAssignedToThisGroup = false; uint32_t bestConnectedFace = UINT32_MAX; for (ColocalEdgeIterator oppositeEdgeIt(this, edgeIt.vertex1(), edgeIt.vertex0()); !oppositeEdgeIt.isDone(); oppositeEdgeIt.advance()) { - const Edge &oppositeEdge = m_edges[oppositeEdgeIt.edge()]; - if (m_faceFlags[oppositeEdge.face] & FaceFlags::Ignore) + const uint32_t oppositeEdge = oppositeEdgeIt.edge(); + const uint32_t oppositeFace = meshEdgeFace(oppositeEdge); + if (isFaceIgnored(oppositeFace)) continue; // Don't add ignored faces to group. - if (m_faceGroups[oppositeEdge.face] == group) { + if (m_faceGroups[oppositeFace] == group) { alreadyAssignedToThisGroup = true; break; } - if (m_faceGroups[oppositeEdge.face] != UINT32_MAX) + if (m_faceGroups[oppositeFace] != kInvalidFaceGroup) continue; // Connected face is already assigned to another group. - if (faceDuplicatesGroupEdge(group, oppositeEdge.face)) + if (faceDuplicatesGroupEdge(group, oppositeFace)) continue; // Don't want duplicate edges in a group. - if (faceMirrorsGroupFace(group, oppositeEdge.face)) - continue; // Don't want two-sided faces in a group. -#if XA_CHECK_FACE_OVERLAP - if (faceOverlapsGroupFace(edgeAabbs, edgeBvh, group, oppositeEdge.face)) - continue; // Don't want overlapping geometry. -#endif - const uint32_t oppositeVertex0 = m_indices[oppositeEdge.index0]; - const uint32_t oppositeVertex1 = m_indices[oppositeEdge.index1]; + const uint32_t oppositeVertex0 = m_indices[meshEdgeIndex0(oppositeEdge)]; + const uint32_t oppositeVertex1 = m_indices[meshEdgeIndex1(oppositeEdge)]; if (bestConnectedFace == UINT32_MAX || (oppositeVertex0 == edgeIt.vertex1() && oppositeVertex1 == edgeIt.vertex0())) - bestConnectedFace = oppositeEdge.face; + bestConnectedFace = oppositeFace; +#if 0 + else { + // Choose the opposite face with the smallest dihedral angle. + const float d1 = 1.0f - dot(computeFaceNormal(f), computeFaceNormal(bestConnectedFace)); + const float d2 = 1.0f - dot(computeFaceNormal(f), computeFaceNormal(oppositeFace)); + if (d2 < d1) + bestConnectedFace = oppositeFace; + } +#endif } if (!alreadyAssignedToThisGroup && bestConnectedFace != UINT32_MAX) { m_faceGroups[bestConnectedFace] = group; + m_faceGroupNextFace[bestConnectedFace] = UINT32_MAX; + if (prevFace != UINT32_MAX) + m_faceGroupNextFace[prevFace] = bestConnectedFace; + prevFace = bestConnectedFace; + groupFaceCount++; growFaces.push_back(bestConnectedFace); } } } + m_faceGroupFaceCounts.push_back(groupFaceCount); group++; + XA_ASSERT(group < kInvalidFaceGroup); } - XA_PRINT(" %d face groups\n", group); } void createBoundaries() { - const uint32_t edgeCount = m_edges.size(); - const uint32_t faceCount = m_faces.size(); + const uint32_t edgeCount = m_indices.size(); const uint32_t vertexCount = m_positions.size(); m_oppositeEdges.resize(edgeCount); - m_boundaryVertices.resize(vertexCount); + m_boundaryEdges.reserve(uint32_t(edgeCount * 0.1f)); + m_isBoundaryVertex.resize(vertexCount); + m_isBoundaryVertex.zeroOutMemory(); for (uint32_t i = 0; i < edgeCount; i++) m_oppositeEdges[i] = UINT32_MAX; - for (uint32_t i = 0; i < vertexCount; i++) - m_boundaryVertices[i] = false; + const uint32_t faceCount = m_indices.size() / 3; for (uint32_t i = 0; i < faceCount; i++) { - if (m_faceFlags[i] & FaceFlags::Ignore) + if (isFaceIgnored(i)) continue; - const Face &face = m_faces[i]; - for (uint32_t j = 0; j < face.nIndices; j++) { - const uint32_t vertex0 = m_indices[face.firstIndex + j]; - const uint32_t vertex1 = m_indices[face.firstIndex + (j + 1) % face.nIndices]; + for (uint32_t j = 0; j < 3; j++) { + const uint32_t edge = i * 3 + j; + const uint32_t vertex0 = m_indices[edge]; + const uint32_t vertex1 = m_indices[i * 3 + (j + 1) % 3]; // If there is an edge with opposite winding to this one, the edge isn't on a boundary. - const Edge *oppositeEdge = findEdge(m_faceGroups[i], vertex1, vertex0); - if (oppositeEdge) { - XA_DEBUG_ASSERT(m_faceGroups[oppositeEdge->face] == m_faceGroups[i]); - XA_DEBUG_ASSERT(!(m_faceFlags[oppositeEdge->face] & FaceFlags::Ignore)); - m_oppositeEdges[face.firstIndex + j] = m_faces[oppositeEdge->face].firstIndex + oppositeEdge->relativeIndex; + const uint32_t oppositeEdge = findEdge(vertex1, vertex0); + if (oppositeEdge != UINT32_MAX) { + m_oppositeEdges[edge] = oppositeEdge; } else { - m_boundaryVertices[vertex0] = m_boundaryVertices[vertex1] = true; + m_boundaryEdges.push_back(edge); + m_isBoundaryVertex.set(vertex0); + m_isBoundaryVertex.set(vertex1); } } } @@ -3131,26 +2658,23 @@ class Mesh void linkBoundaries() { - const uint32_t edgeCount = m_edges.size(); - HashMap vertexToEdgeMap(edgeCount); + const uint32_t edgeCount = m_indices.size(); + HashMap vertexToEdgeMap(MemTag::Mesh, edgeCount); // Edge is index / 2 for (uint32_t i = 0; i < edgeCount; i++) { - const Edge &edge = m_edges[i]; - const uint32_t vertex0 = m_indices[edge.index0]; - const uint32_t vertex1 = m_indices[edge.index1]; - vertexToEdgeMap.add(vertex0, i); - vertexToEdgeMap.add(vertex1, i); + vertexToEdgeMap.add(m_indices[meshEdgeIndex0(i)]); + vertexToEdgeMap.add(m_indices[meshEdgeIndex1(i)]); } m_nextBoundaryEdges.resize(edgeCount); for (uint32_t i = 0; i < edgeCount; i++) m_nextBoundaryEdges[i] = UINT32_MAX; uint32_t numBoundaryLoops = 0, numUnclosedBoundaries = 0; BitArray linkedEdges(edgeCount); - linkedEdges.clearAll(); + linkedEdges.zeroOutMemory(); for (;;) { // Find the first boundary edge that hasn't been linked yet. uint32_t firstEdge = UINT32_MAX; for (uint32_t i = 0; i < edgeCount; i++) { - if (m_oppositeEdges[i] == UINT32_MAX && !linkedEdges.bitAt(i)) { + if (m_oppositeEdges[i] == UINT32_MAX && !linkedEdges.get(i)) { firstEdge = i; break; } @@ -3159,41 +2683,35 @@ class Mesh break; uint32_t currentEdge = firstEdge; for (;;) { - const Edge &edge = m_edges[currentEdge]; // Find the next boundary edge. The first vertex will be the same as (or colocal to) the current edge second vertex. - const uint32_t startVertex = m_indices[edge.index1]; + const uint32_t startVertex = m_indices[meshEdgeIndex1(currentEdge)]; uint32_t bestNextEdge = UINT32_MAX; for (ColocalVertexIterator it(this, startVertex); !it.isDone(); it.advance()) { - uint32_t mapEdgeIndex = vertexToEdgeMap.get(it.vertex()); - while (mapEdgeIndex != UINT32_MAX) { - const uint32_t mapEdge = vertexToEdgeMap.value(mapEdgeIndex); - const Edge &otherEdge = m_edges[mapEdge]; - if (m_oppositeEdges[mapEdge] != UINT32_MAX) + uint32_t mapIndex = vertexToEdgeMap.get(it.vertex()); + while (mapIndex != UINT32_MAX) { + const uint32_t otherEdge = mapIndex / 2; // Two vertices added per edge. + if (m_oppositeEdges[otherEdge] != UINT32_MAX) goto next; // Not a boundary edge. - if (linkedEdges.bitAt(mapEdge)) + if (linkedEdges.get(otherEdge)) goto next; // Already linked. - if (m_faceGroups[edge.face] != m_faceGroups[otherEdge.face]) - goto next; // Don't cross face groups. - if (m_faceFlags[otherEdge.face] & FaceFlags::Ignore) - goto next; // Face is ignored. - if (m_indices[otherEdge.index0] != it.vertex()) + if (m_indices[meshEdgeIndex0(otherEdge)] != it.vertex()) goto next; // Edge contains the vertex, but it's the wrong one. // First edge (closing the boundary loop) has the highest priority. // Non-colocal vertex has the next highest. if (bestNextEdge != firstEdge && (bestNextEdge == UINT32_MAX || it.vertex() == startVertex)) - bestNextEdge = mapEdge; + bestNextEdge = otherEdge; next: - mapEdgeIndex = vertexToEdgeMap.getNext(mapEdgeIndex); + mapIndex = vertexToEdgeMap.getNext(mapIndex); } } if (bestNextEdge == UINT32_MAX) { numUnclosedBoundaries++; if (currentEdge == firstEdge) - linkedEdges.setBitAt(firstEdge); // Only 1 edge in this boundary "loop". + linkedEdges.set(firstEdge); // Only 1 edge in this boundary "loop". break; // Can't find a next edge. } m_nextBoundaryEdges[currentEdge] = bestNextEdge; - linkedEdges.setBitAt(bestNextEdge); + linkedEdges.set(bestNextEdge); currentEdge = bestNextEdge; if (currentEdge == firstEdge) { numBoundaryLoops++; @@ -3201,6 +2719,7 @@ class Mesh } } } +#if XA_FIX_INTERNAL_BOUNDARY_LOOPS // Find internal boundary loops and separate them. // Detect by finding two edges in a boundary loop that have a colocal end vertex. // Fix by swapping their next boundary edge. @@ -3209,61 +2728,60 @@ class Mesh fixInternalBoundary: meshGetBoundaryLoops(*this, boundaryLoops); for (uint32_t loop = 0; loop < boundaryLoops.size(); loop++) { - linkedEdges.clearAll(); - for (Mesh::BoundaryEdgeIterator it1(this, boundaryLoops[loop]); !it1.isDone(); it1.advance()) { + linkedEdges.zeroOutMemory(); + for (Mesh::BoundaryLoopEdgeIterator it1(this, boundaryLoops[loop]); !it1.isDone(); it1.advance()) { const uint32_t e1 = it1.edge(); - if (linkedEdges.bitAt(e1)) + if (linkedEdges.get(e1)) continue; - for (Mesh::BoundaryEdgeIterator it2(this, boundaryLoops[loop]); !it2.isDone(); it2.advance()) { + for (Mesh::BoundaryLoopEdgeIterator it2(this, boundaryLoops[loop]); !it2.isDone(); it2.advance()) { const uint32_t e2 = it2.edge(); - if (e1 == e2 || !isBoundaryEdge(e2) || linkedEdges.bitAt(e2)) + if (e1 == e2 || !isBoundaryEdge(e2) || linkedEdges.get(e2)) continue; - if (!areColocal(m_indices[m_edges[e1].index1], m_indices[m_edges[e2].index1])) + if (!areColocal(m_indices[meshEdgeIndex1(e1)], m_indices[meshEdgeIndex1(e2)])) continue; swap(m_nextBoundaryEdges[e1], m_nextBoundaryEdges[e2]); - linkedEdges.setBitAt(e1); - linkedEdges.setBitAt(e2); + linkedEdges.set(e1); + linkedEdges.set(e2); goto fixInternalBoundary; // start over } } } +#endif } /// Find edge, test all colocals. - const Edge *findEdge(uint32_t faceGroup, uint32_t vertex0, uint32_t vertex1) const + uint32_t findEdge(uint32_t vertex0, uint32_t vertex1) const { - const Edge *result = NULL; + uint32_t result = UINT32_MAX; if (m_nextColocalVertex.isEmpty()) { EdgeKey key(vertex0, vertex1); - uint32_t mapEdgeIndex = m_edgeMap.get(key); - while (mapEdgeIndex != UINT32_MAX) { - const Edge *edge = &m_edges[m_edgeMap.value(mapEdgeIndex)]; + uint32_t edge = m_edgeMap.get(key); + while (edge != UINT32_MAX) { // Don't find edges of ignored faces. - if ((faceGroup == UINT32_MAX || m_faceGroups[edge->face] == faceGroup) && !(m_faceFlags[edge->face] & FaceFlags::Ignore)) { - XA_DEBUG_ASSERT(m_id != UINT32_MAX || (m_id == UINT32_MAX && !result)); // duplicate edge - ignore on initial meshes + if (!isFaceIgnored(meshEdgeFace(edge))) { + //XA_DEBUG_ASSERT(m_id != UINT32_MAX || (m_id == UINT32_MAX && result == UINT32_MAX)); // duplicate edge - ignore on initial meshes result = edge; -#if NDEBUG +#if !XA_DEBUG return result; #endif } - mapEdgeIndex = m_edgeMap.getNext(mapEdgeIndex); + edge = m_edgeMap.getNext(edge); } } else { for (ColocalVertexIterator it0(this, vertex0); !it0.isDone(); it0.advance()) { for (ColocalVertexIterator it1(this, vertex1); !it1.isDone(); it1.advance()) { EdgeKey key(it0.vertex(), it1.vertex()); - uint32_t mapEdgeIndex = m_edgeMap.get(key); - while (mapEdgeIndex != UINT32_MAX) { - const Edge *edge = &m_edges[m_edgeMap.value(mapEdgeIndex)]; + uint32_t edge = m_edgeMap.get(key); + while (edge != UINT32_MAX) { // Don't find edges of ignored faces. - if ((faceGroup == UINT32_MAX || m_faceGroups[edge->face] == faceGroup) && !(m_faceFlags[edge->face] & FaceFlags::Ignore)) { - XA_DEBUG_ASSERT(m_id != UINT32_MAX || (m_id == UINT32_MAX && !result)); // duplicate edge - ignore on initial meshes + if (!isFaceIgnored(meshEdgeFace(edge))) { + XA_DEBUG_ASSERT(m_id != UINT32_MAX || (m_id == UINT32_MAX && result == UINT32_MAX)); // duplicate edge - ignore on initial meshes result = edge; -#if NDEBUG +#if !XA_DEBUG return result; #endif } - mapEdgeIndex = m_edgeMap.getNext(mapEdgeIndex); + edge = m_edgeMap.getNext(edge); } } } @@ -3286,11 +2804,10 @@ class Mesh void writeObjFace(FILE *file, uint32_t face) const { - const Face &f = m_faces[face]; fprintf(file, "f "); - for (uint32_t j = 0; j < f.nIndices; j++) { - const uint32_t index = m_indices[f.firstIndex + j] + 1; // 1-indexed - fprintf(file, "%d/%d/%d%c", index, index, index, j == f.nIndices - 1 ? '\n' : ' '); + for (uint32_t j = 0; j < 3; j++) { + const uint32_t index = m_indices[face * 3 + j] + 1; // 1-indexed + fprintf(file, "%d/%d/%d%c", index, index, index, j == 2 ? '\n' : ' '); } } @@ -3299,25 +2816,26 @@ class Mesh if (m_oppositeEdges.isEmpty()) return; // Boundaries haven't been created. fprintf(file, "o boundary_edges\n"); - for (uint32_t i = 0; i < m_edges.size(); i++) { + for (uint32_t i = 0; i < edgeCount(); i++) { if (m_oppositeEdges[i] != UINT32_MAX) continue; - const Edge &edge = m_edges[i]; - fprintf(file, "l %d %d\n", m_indices[edge.index0] + 1, m_indices[edge.index1] + 1); // 1-indexed + fprintf(file, "l %d %d\n", m_indices[meshEdgeIndex0(i)] + 1, m_indices[meshEdgeIndex1(i)] + 1); // 1-indexed } } void writeObjLinkedBoundaries(FILE *file) const { + if (m_oppositeEdges.isEmpty() || m_nextBoundaryEdges.isEmpty()) + return; // Boundaries haven't been created and/or linked. Array boundaryLoops; meshGetBoundaryLoops(*this, boundaryLoops); for (uint32_t i = 0; i < boundaryLoops.size(); i++) { uint32_t edge = boundaryLoops[i]; - fprintf(file, "o boundary_%0.4d\n", i); + fprintf(file, "o boundary_%04d\n", i); fprintf(file, "l"); for (;;) { - const uint32_t vertex0 = m_indices[m_edges[edge].index0]; - const uint32_t vertex1 = m_indices[m_edges[edge].index1]; + const uint32_t vertex0 = m_indices[meshEdgeIndex0(edge)]; + const uint32_t vertex1 = m_indices[meshEdgeIndex1(edge)]; fprintf(file, " %d", vertex0 + 1); // 1-indexed edge = m_nextBoundaryEdges[edge]; if (edge == boundaryLoops[i] || edge == UINT32_MAX) { @@ -3330,13 +2848,14 @@ class Mesh void writeObjFile(const char *filename) const { - FILE *file = fopen(filename, "w"); + FILE *file; + XA_FOPEN(file, filename, "w"); if (!file) return; writeObjVertices(file); fprintf(file, "s off\n"); fprintf(file, "o object\n"); - for (uint32_t i = 0; i < m_faces.size(); i++) + for (uint32_t i = 0; i < faceCount(); i++) writeObjFace(file, i); writeObjBoundaryEges(file); writeObjLinkedBoundaries(file); @@ -3347,8 +2866,8 @@ class Mesh float computeSurfaceArea() const { float area = 0; - for (uint32_t f = 0; f < m_faces.size(); f++) - area += faceArea(f); + for (uint32_t f = 0; f < faceCount(); f++) + area += computeFaceArea(f); XA_DEBUG_ASSERT(area >= 0); return area; } @@ -3356,88 +2875,34 @@ class Mesh float computeParametricArea() const { float area = 0; - for (uint32_t f = 0; f < m_faces.size(); f++) - area += faceParametricArea(f); - XA_DEBUG_ASSERT(area >= 0); - return fabsf(area); - } - - uint32_t countTriangles() const - { - const uint32_t faceCount = m_faces.size(); - uint32_t triangleCount = 0; - for (uint32_t f = 0; f < faceCount; f++) { - const Face &face = m_faces[f]; - const uint32_t edgeCount = face.nIndices; - XA_DEBUG_ASSERT(edgeCount > 2); - triangleCount += edgeCount - 2; - } - return triangleCount; + for (uint32_t f = 0; f < faceCount(); f++) + area += computeFaceParametricArea(f); + return fabsf(area); // May be negative, depends on texcoord winding. } - float faceArea(uint32_t face) const + float computeFaceArea(uint32_t face) const { - float area = 0; - Vector3 firstPos(0.0f); - for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { - if (it.relativeEdge() == 0) - firstPos = it.position0(); - else - area += length(cross(it.position0() - firstPos, it.position1() - firstPos)); - } - return area * 0.5f; + const Vector3 &p0 = m_positions[m_indices[face * 3 + 0]]; + const Vector3 &p1 = m_positions[m_indices[face * 3 + 1]]; + const Vector3 &p2 = m_positions[m_indices[face * 3 + 2]]; + return length(cross(p1 - p0, p2 - p0)) * 0.5f; } - Vector3 faceCentroid(uint32_t face) const + Vector3 computeFaceCentroid(uint32_t face) const { Vector3 sum(0.0f); - uint32_t count = 0; - for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { - sum += it.position0(); - count++; - } - return sum / float(count); - } - - Vector3 calculateFaceNormal(uint32_t face) const - { - Vector3 n(0.0f); - Vector3 p0(0.0f); - for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { - if (it.relativeEdge() == 0) { - p0 = it.position0(); - } else if (it.position1() != p0) { - const Vector3 &p1 = it.position0(); - const Vector3 &p2 = it.position1(); - const Vector3 v10 = p1 - p0; - const Vector3 v20 = p2 - p0; - n += cross(v10, v20); - } - } - return normalizeSafe(n, Vector3(0, 0, 1), 0.0f); - } - - float faceParametricArea(uint32_t face) const - { - float area = 0; - Vector2 firstTexcoord(0.0f); - for (FaceEdgeIterator it(this, face); !it.isDone(); it.advance()) { - if (it.relativeEdge() == 0) - firstTexcoord = it.texcoord0(); - else - area += triangleArea(firstTexcoord, it.texcoord0(), it.texcoord1()); - } - return area * 0.5f; + for (uint32_t i = 0; i < 3; i++) + sum += m_positions[m_indices[face * 3 + i]]; + return sum / 3.0f; } - // Average of the edge midpoints weighted by the edge length. // I want a point inside the triangle, but closer to the cirumcenter. - Vector3 triangleCenter(uint32_t face) const + Vector3 computeFaceCenter(uint32_t face) const { - const Vector3 &p0 = m_positions[m_indices[m_faces[face].firstIndex + 0]]; - const Vector3 &p1 = m_positions[m_indices[m_faces[face].firstIndex + 1]]; - const Vector3 &p2 = m_positions[m_indices[m_faces[face].firstIndex + 2]]; + const Vector3 &p0 = m_positions[m_indices[face * 3 + 0]]; + const Vector3 &p1 = m_positions[m_indices[face * 3 + 1]]; + const Vector3 &p2 = m_positions[m_indices[face * 3 + 2]]; const float l0 = length(p1 - p0); const float l1 = length(p2 - p1); const float l2 = length(p0 - p2); @@ -3447,44 +2912,36 @@ class Mesh return m0 + m1 + m2; } - // Unnormalized face normal assuming it's a triangle. - Vector3 triangleNormal(uint32_t face) const - { - return normalizeSafe(triangleNormalAreaScaled(face), Vector3(0), 0.0f); - } - - Vector3 triangleNormalAreaScaled(uint32_t face) const + Vector3 computeFaceNormal(uint32_t face) const { - const Vector3 &p0 = m_positions[m_indices[m_faces[face].firstIndex + 0]]; - const Vector3 &p1 = m_positions[m_indices[m_faces[face].firstIndex + 1]]; - const Vector3 &p2 = m_positions[m_indices[m_faces[face].firstIndex + 2]]; + const Vector3 &p0 = m_positions[m_indices[face * 3 + 0]]; + const Vector3 &p1 = m_positions[m_indices[face * 3 + 1]]; + const Vector3 &p2 = m_positions[m_indices[face * 3 + 2]]; const Vector3 e0 = p2 - p0; const Vector3 e1 = p1 - p0; - return cross(e0, e1); + const Vector3 normalAreaScaled = cross(e0, e1); + return normalizeSafe(normalAreaScaled, Vector3(0, 0, 1), 0.0f); } - // @@ This is not exactly accurate, we should compare the texture coordinates... - bool isSeam(uint32_t edge) const + float computeFaceParametricArea(uint32_t face) const { - const uint32_t oppositeEdge = m_oppositeEdges[edge]; - if (oppositeEdge == UINT32_MAX) - return false; // boundary edge - const Edge &e = m_edges[edge]; - const Edge &oe = m_edges[oppositeEdge]; - return m_indices[e.index0] != m_indices[oe.index1] || m_indices[e.index1] != m_indices[oe.index0]; + const Vector2 &t0 = m_texcoords[m_indices[face * 3 + 0]]; + const Vector2 &t1 = m_texcoords[m_indices[face * 3 + 1]]; + const Vector2 &t2 = m_texcoords[m_indices[face * 3 + 2]]; + return triangleArea(t0, t1, t2); } - - bool isNormalSeam(uint32_t edge) const + + // @@ This is not exactly accurate, we should compare the texture coordinates... + bool isSeam(uint32_t edge) const { const uint32_t oppositeEdge = m_oppositeEdges[edge]; if (oppositeEdge == UINT32_MAX) return false; // boundary edge - const Edge &e = m_edges[edge]; - const Edge &oe = m_edges[oppositeEdge]; - if (m_flags & MeshFlags::HasNormals) - return m_normals[m_indices[e.index0]] != m_normals[m_indices[oe.index1]] || m_normals[m_indices[e.index1]] != m_normals[m_indices[oe.index0]]; - XA_DEBUG_ASSERT(!m_faceNormals.isEmpty()); - return m_faceNormals[e.face] != m_faceNormals[oe.face]; + const uint32_t e0 = meshEdgeIndex0(edge); + const uint32_t e1 = meshEdgeIndex1(edge); + const uint32_t oe0 = meshEdgeIndex0(oppositeEdge); + const uint32_t oe1 = meshEdgeIndex1(oppositeEdge); + return m_indices[e0] != m_indices[oe1] || m_indices[e1] != m_indices[oe0]; } bool isTextureSeam(uint32_t edge) const @@ -3492,9 +2949,11 @@ class Mesh const uint32_t oppositeEdge = m_oppositeEdges[edge]; if (oppositeEdge == UINT32_MAX) return false; // boundary edge - const Edge &e = m_edges[edge]; - const Edge &oe = m_edges[oppositeEdge]; - return m_texcoords[m_indices[e.index0]] != m_texcoords[m_indices[oe.index1]] || m_texcoords[m_indices[e.index1]] != m_texcoords[m_indices[oe.index0]]; + const uint32_t e0 = meshEdgeIndex0(edge); + const uint32_t e1 = meshEdgeIndex1(edge); + const uint32_t oe0 = meshEdgeIndex0(oppositeEdge); + const uint32_t oe1 = meshEdgeIndex1(oppositeEdge); + return m_texcoords[m_indices[e0]] != m_texcoords[m_indices[oe1]] || m_texcoords[m_indices[e1]] != m_texcoords[m_indices[oe0]]; } uint32_t firstColocal(uint32_t vertex) const @@ -3519,77 +2978,84 @@ class Mesh return false; } - uint32_t edgeCount() const { return m_edges.size(); } - const Edge *edgeAt(uint32_t edge) const { return &m_edges[edge]; } - uint32_t oppositeEdge(uint32_t edge) const { return m_oppositeEdges[edge]; } - bool isBoundaryEdge(uint32_t edge) const { return m_oppositeEdges[edge] == UINT32_MAX; } - bool isBoundaryVertex(uint32_t vertex) const { return m_boundaryVertices[vertex]; } - uint32_t colocalVertexCount() const { return m_colocalVertexCount; } - uint32_t vertexCount() const { return m_positions.size(); } - uint32_t vertexAt(uint32_t i) const { return m_indices[i]; } - const Vector3 &position(uint32_t vertex) const { return m_positions[vertex]; } - const Vector3 &normal(uint32_t vertex) const { XA_DEBUG_ASSERT(m_flags & MeshFlags::HasNormals); return m_normals[vertex]; } - const Vector2 &texcoord(uint32_t vertex) const { return m_texcoords[vertex]; } - Vector2 &texcoord(uint32_t vertex) { return m_texcoords[vertex]; } - uint32_t faceCount() const { return m_faces.size(); } - const Face *faceAt(uint32_t i) const { return &m_faces[i]; } - Face *faceAt(uint32_t i) { return &m_faces[i]; } - uint32_t faceFlagsAt(uint32_t i) const { return m_faceFlags[i]; } - uint32_t faceGroupCount() const { return m_faceGroups.size(); } - uint32_t faceGroupAt(uint32_t face) const { return m_faceGroups[face]; } - const Vector3 &faceNormalAt(uint32_t face) const { return m_faceNormals[face]; } - const uint32_t *indices() const { return m_indices.data(); } - uint32_t indexCount() const { return m_indices.size(); } + XA_INLINE float epsilon() const { return m_epsilon; } + XA_INLINE uint32_t edgeCount() const { return m_indices.size(); } + XA_INLINE uint32_t oppositeEdge(uint32_t edge) const { return m_oppositeEdges[edge]; } + XA_INLINE bool isBoundaryEdge(uint32_t edge) const { return m_oppositeEdges[edge] == UINT32_MAX; } + XA_INLINE const Array &boundaryEdges() const { return m_boundaryEdges; } + XA_INLINE bool isBoundaryVertex(uint32_t vertex) const { return m_isBoundaryVertex.get(vertex); } + XA_INLINE uint32_t colocalVertexCount() const { return m_colocalVertexCount; } + XA_INLINE uint32_t vertexCount() const { return m_positions.size(); } + XA_INLINE uint32_t vertexAt(uint32_t i) const { return m_indices[i]; } + XA_INLINE const Vector3 &position(uint32_t vertex) const { return m_positions[vertex]; } + XA_INLINE const Vector3 &normal(uint32_t vertex) const { XA_DEBUG_ASSERT(m_flags & MeshFlags::HasNormals); return m_normals[vertex]; } + XA_INLINE const Vector2 &texcoord(uint32_t vertex) const { return m_texcoords[vertex]; } + XA_INLINE Vector2 &texcoord(uint32_t vertex) { return m_texcoords[vertex]; } + XA_INLINE const Vector2 *texcoords() const { return m_texcoords.data(); } + XA_INLINE Vector2 *texcoords() { return m_texcoords.data(); } + XA_INLINE uint32_t ignoredFaceCount() const { return m_ignoredFaceCount; } + XA_INLINE uint32_t faceCount() const { return m_indices.size() / 3; } + XA_INLINE uint16_t faceGroupAt(uint32_t face) const { XA_DEBUG_ASSERT(m_flags & MeshFlags::HasFaceGroups); return m_faceGroups[face]; } + XA_INLINE uint32_t faceGroupCount() const { XA_DEBUG_ASSERT(m_flags & MeshFlags::HasFaceGroups); return m_faceGroupFaceCounts.size(); } + XA_INLINE uint32_t faceGroupNextFace(uint32_t face) const { XA_DEBUG_ASSERT(m_flags & MeshFlags::HasFaceGroups); return m_faceGroupNextFace[face]; } + XA_INLINE uint32_t faceGroupFaceCount(uint32_t group) const { XA_DEBUG_ASSERT(m_flags & MeshFlags::HasFaceGroups); return m_faceGroupFaceCounts[group]; } + XA_INLINE const uint32_t *indices() const { return m_indices.data(); } + XA_INLINE uint32_t indexCount() const { return m_indices.size(); } private: + bool isFaceIgnored(uint32_t face) const { return (m_flags & MeshFlags::HasIgnoredFaces) && m_faceIgnore[face]; } + + float m_epsilon; uint32_t m_flags; uint32_t m_id; - Array m_edges; - Array m_faces; - Array m_faceFlags; - Array m_faceGroups; - Array m_faceNormals; + Array m_faceIgnore; + uint32_t m_ignoredFaceCount; Array m_indices; Array m_positions; Array m_normals; Array m_texcoords; + // Populated by createFaceGroups + Array m_faceGroups; + Array m_faceGroupFirstFace; + Array m_faceGroupNextFace; // In: face. Out: the next face in the same group. + Array m_faceGroupFaceCounts; // In: face group. Out: number of faces in the group. + // Populated by createColocals uint32_t m_colocalVertexCount; Array m_nextColocalVertex; // In: vertex index. Out: the vertex index of the next colocal position. // Populated by createBoundaries - Array m_nextBoundaryEdges; // The index of the next boundary edge. UINT32_MAX if the edge is not a boundary edge. - Array m_boundaryVertices; + BitArray m_isBoundaryVertex; + Array m_boundaryEdges; Array m_oppositeEdges; // In: edge index. Out: the index of the opposite edge (i.e. wound the opposite direction). UINT32_MAX if the input edge is a boundary edge. + // Populated by linkBoundaries + Array m_nextBoundaryEdges; // The index of the next boundary edge. UINT32_MAX if the edge is not a boundary edge. + struct EdgeKey { EdgeKey() {} EdgeKey(const EdgeKey &k) : v0(k.v0), v1(k.v1) {} EdgeKey(uint32_t v0, uint32_t v1) : v0(v0), v1(v1) {} - - void operator=(const EdgeKey &k) - { - v0 = k.v0; - v1 = k.v1; - } - bool operator==(const EdgeKey &k) const - { - return v0 == k.v0 && v1 == k.v1; - } + bool operator==(const EdgeKey &k) const { return v0 == k.v0 && v1 == k.v1; } uint32_t v0; uint32_t v1; }; - HashMap m_edgeMap; + struct EdgeHash + { + uint32_t operator()(const EdgeKey &k) const { return k.v0 * 32768u + k.v1; } + }; + + HashMap m_edgeMap; public: - class BoundaryEdgeIterator + class BoundaryLoopEdgeIterator { public: - BoundaryEdgeIterator(const Mesh *mesh, uint32_t edge) : m_mesh(mesh), m_first(UINT32_MAX), m_current(edge) {} + BoundaryLoopEdgeIterator(const Mesh *mesh, uint32_t edge) : m_mesh(mesh), m_first(UINT32_MAX), m_current(edge) {} void advance() { @@ -3658,7 +3124,14 @@ class Mesh public: ColocalEdgeIterator(const Mesh *mesh, uint32_t vertex0, uint32_t vertex1) : m_mesh(mesh), m_vertex0It(mesh, vertex0), m_vertex1It(mesh, vertex1), m_vertex1(vertex1) { - resetElement(); + do { + if (!resetElement()) { + advanceVertex1(); + } + else { + break; + } + } while (!isDone()); } void advance() @@ -3668,68 +3141,69 @@ class Mesh bool isDone() const { - return m_vertex0It.isDone() && m_vertex1It.isDone() && m_mapEdgeIndex == UINT32_MAX; + return m_vertex0It.isDone() && m_vertex1It.isDone() && m_edge == UINT32_MAX; } uint32_t edge() const { - return m_mesh->m_edgeMap.value(m_mapEdgeIndex); + return m_edge; } private: - void resetElement() + bool resetElement() { - m_mapEdgeIndex = m_mesh->m_edgeMap.get(Mesh::EdgeKey(m_vertex0It.vertex(), m_vertex1It.vertex())); - while (m_mapEdgeIndex != UINT32_MAX) { + m_edge = m_mesh->m_edgeMap.get(Mesh::EdgeKey(m_vertex0It.vertex(), m_vertex1It.vertex())); + while (m_edge != UINT32_MAX) { if (!isIgnoredFace()) break; - m_mapEdgeIndex = m_mesh->m_edgeMap.getNext(m_mapEdgeIndex); + m_edge = m_mesh->m_edgeMap.getNext(m_edge); } - if (m_mapEdgeIndex == UINT32_MAX) - advanceVertex1(); + if (m_edge == UINT32_MAX) { + return false; + } + return true; } void advanceElement() { for (;;) { - m_mapEdgeIndex = m_mesh->m_edgeMap.getNext(m_mapEdgeIndex); - if (m_mapEdgeIndex == UINT32_MAX) + m_edge = m_mesh->m_edgeMap.getNext(m_edge); + if (m_edge == UINT32_MAX) break; if (!isIgnoredFace()) break; } - if (m_mapEdgeIndex == UINT32_MAX) + if (m_edge == UINT32_MAX) advanceVertex1(); } - void advanceVertex0() - { - m_vertex0It.advance(); - if (m_vertex0It.isDone()) - return; - m_vertex1It = ColocalVertexIterator(m_mesh, m_vertex1); - resetElement(); - } - void advanceVertex1() { - m_vertex1It.advance(); - if (m_vertex1It.isDone()) - advanceVertex0(); - else - resetElement(); + auto successful = false; + while (!successful) { + m_vertex1It.advance(); + if (m_vertex1It.isDone()) { + if (!m_vertex0It.isDone()) { + m_vertex0It.advance(); + m_vertex1It = ColocalVertexIterator(m_mesh, m_vertex1); + } + else { + return; + } + } + successful = resetElement(); + } } bool isIgnoredFace() const { - const Edge *edge = &m_mesh->m_edges[m_mesh->m_edgeMap.value(m_mapEdgeIndex)]; - return (m_mesh->m_faceFlags[edge->face] & FaceFlags::Ignore) != 0; + return m_mesh->m_faceIgnore[meshEdgeFace(m_edge)]; } const Mesh *m_mesh; ColocalVertexIterator m_vertex0It, m_vertex1It; const uint32_t m_vertex1; - uint32_t m_mapEdgeIndex; + uint32_t m_edge; }; class FaceEdgeIterator @@ -3737,12 +3211,12 @@ class Mesh public: FaceEdgeIterator (const Mesh *mesh, uint32_t face) : m_mesh(mesh), m_face(face), m_relativeEdge(0) { - m_edge = m_mesh->m_faces[m_face].firstIndex; + m_edge = m_face * 3; } void advance() { - if (m_relativeEdge < m_mesh->m_faces[m_face].nIndices) { + if (m_relativeEdge < 3) { m_edge++; m_relativeEdge++; } @@ -3750,12 +3224,11 @@ class Mesh bool isDone() const { - return m_relativeEdge == m_mesh->m_faces[m_face].nIndices; + return m_relativeEdge == 3; } bool isBoundary() const { return m_mesh->m_oppositeEdges[m_edge] == UINT32_MAX; } bool isSeam() const { return m_mesh->isSeam(m_edge); } - bool isNormalSeam() const { return m_mesh->isNormalSeam(m_edge); } bool isTextureSeam() const { return m_mesh->isTextureSeam(m_edge); } uint32_t edge() const { return m_edge; } uint32_t relativeEdge() const { return m_relativeEdge; } @@ -3767,23 +3240,15 @@ class Mesh const uint32_t oedge = m_mesh->m_oppositeEdges[m_edge]; if (oedge == UINT32_MAX) return UINT32_MAX; - return m_mesh->m_edges[oedge].face; - } - - uint32_t vertex0() const - { - const Face &face = m_mesh->m_faces[m_face]; - return m_mesh->m_indices[face.firstIndex + m_relativeEdge]; - } - - uint32_t vertex1() const - { - const Face &face = m_mesh->m_faces[m_face]; - return m_mesh->m_indices[face.firstIndex + (m_relativeEdge + 1) % face.nIndices]; + return meshEdgeFace(oedge); } + uint32_t vertex0() const { return m_mesh->m_indices[m_face * 3 + m_relativeEdge]; } + uint32_t vertex1() const { return m_mesh->m_indices[m_face * 3 + (m_relativeEdge + 1) % 3]; } const Vector3 &position0() const { return m_mesh->m_positions[vertex0()]; } const Vector3 &position1() const { return m_mesh->m_positions[vertex1()]; } + const Vector3 &normal0() const { return m_mesh->m_normals[vertex0()]; } + const Vector3 &normal1() const { return m_mesh->m_normals[vertex1()]; } const Vector2 &texcoord0() const { return m_mesh->m_texcoords[vertex0()]; } const Vector2 &texcoord1() const { return m_mesh->m_texcoords[vertex1()]; } @@ -3793,29 +3258,236 @@ class Mesh uint32_t m_edge; uint32_t m_relativeEdge; }; -}; -static bool meshIsPlanar(const Mesh &mesh) -{ - const uint32_t vertexCount = mesh.vertexCount(); - const Face *face = mesh.faceAt(0); - const Vector3 p1 = mesh.position(mesh.vertexAt(face->firstIndex + 0)); - const Vector3 p2 = mesh.position(mesh.vertexAt(face->firstIndex + 1)); - const Vector3 p3 = mesh.position(mesh.vertexAt(face->firstIndex + 2)); - Vector3 planeNormal = cross(p2 - p1, p3 - p1); - float planeDist = dot(planeNormal, p1); - const float len = length(planeNormal); - if (len > 0.0f) { - const float il = 1.0f / len; - planeNormal *= il; - planeDist *= il; - } - for (uint32_t v = 0; v < vertexCount; v++) { - const float d = dot(planeNormal, mesh.position(v)) - planeDist; - if (!equal(d, 0.0f)) - return false; - } - return true; + class GroupFaceIterator + { + public: + GroupFaceIterator(const Mesh *mesh, uint32_t group) : m_mesh(mesh) + { + XA_DEBUG_ASSERT(group != UINT32_MAX); + m_current = mesh->m_faceGroupFirstFace[group]; + } + + void advance() + { + m_current = m_mesh->m_faceGroupNextFace[m_current]; + } + + bool isDone() const + { + return m_current == UINT32_MAX; + } + + uint32_t face() const + { + return m_current; + } + + private: + const Mesh *m_mesh; + uint32_t m_current; + }; +}; + +constexpr uint16_t Mesh::kInvalidFaceGroup; + +static bool meshCloseHole(Mesh *mesh, const Array &holeVertices, const Vector3 &normal) +{ +#if XA_CLOSE_HOLES_CHECK_EDGE_INTERSECTION + const uint32_t faceCount = mesh->faceCount(); +#endif + const bool compareNormal = equal(normal, Vector3(0.0f), FLT_EPSILON); + uint32_t frontCount = holeVertices.size(); + Array frontVertices; + Array frontPoints; + Array frontAngles; + frontVertices.resize(frontCount); + frontPoints.resize(frontCount); + for (uint32_t i = 0; i < frontCount; i++) { + frontVertices[i] = holeVertices[i]; + frontPoints[i] = mesh->position(frontVertices[i]); + } + while (frontCount >= 3) { + frontAngles.resize(frontCount); + float smallestAngle = kPi2, smallestAngleIgnoringNormal = kPi2; + uint32_t smallestAngleIndex = UINT32_MAX, smallestAngleIndexIgnoringNormal = UINT32_MAX; + for (uint32_t i = 0; i < frontCount; i++) { + const uint32_t i1 = i == 0 ? frontCount - 1 : i - 1; + const uint32_t i2 = i; + const uint32_t i3 = (i + 1) % frontCount; + const Vector3 edge1 = frontPoints[i1] - frontPoints[i2]; + const Vector3 edge2 = frontPoints[i3] - frontPoints[i2]; + frontAngles[i] = atan2f(length(cross(edge1, edge2)), dot(edge1, edge2)); + if (frontAngles[i] >= smallestAngle || isNan(frontAngles[i])) + continue; + // Don't duplicate edges. + if (mesh->findEdge(frontVertices[i1], frontVertices[i2]) != UINT32_MAX) + continue; + if (mesh->findEdge(frontVertices[i2], frontVertices[i3]) != UINT32_MAX) + continue; + if (mesh->findEdge(frontVertices[i3], frontVertices[i1]) != UINT32_MAX) + continue; + /* + Make sure he new edge that would be formed by (i3, i1) doesn't intersect any vertices. This often happens when fixing t-junctions. + + i2 + * + / \ + / \ + i1 *--*--* i3 + \ | / + \|/ + * + */ + bool intersection = false; + for (uint32_t j = 0; j < frontCount; j++) { + if (j == i1 || j == i2 || j == i3) + continue; + if (lineIntersectsPoint(frontPoints[j], frontPoints[i3], frontPoints[i1], nullptr, mesh->epsilon())) { + intersection = true; + break; + } + } + if (intersection) + continue; + // Don't add the triangle if a boundary point lies on the same plane as the triangle, and is inside it. + intersection = false; + const Plane plane(frontPoints[i1], frontPoints[i2], frontPoints[i3]); + for (uint32_t j = 0; j < frontCount; j++) { + if (j == i1 || j == i2 || j == i3) + continue; + if (!isZero(plane.distance(frontPoints[j]), mesh->epsilon())) + continue; + if (pointInTriangle(frontPoints[j], frontPoints[i1], frontPoints[i2], frontPoints[i3])) { + intersection = true; + break; + } + } + if (intersection) + continue; +#if XA_CLOSE_HOLES_CHECK_EDGE_INTERSECTION + // Don't add the triangle if the new edge (i3, i1), intersects any other triangle that isn't part of the filled hole. + intersection = false; + const Vector3 newEdgeVector = frontPoints[i1] - frontPoints[i3]; + for (uint32_t f = 0; f < faceCount; f++) { + Vector3 tri[3]; + for (uint32_t j = 0; j < 3; j++) + tri[j] = mesh->position(mesh->vertexAt(f * 3 + j)); + float t; + if (rayIntersectsTriangle(frontPoints[i3], newEdgeVector, tri, &t)) { + intersection = true; + break; + } + } + if (intersection) + continue; +#endif + // Skip backwards facing triangles. + if (compareNormal) { + if (frontAngles[i] < smallestAngleIgnoringNormal) { + smallestAngleIgnoringNormal = frontAngles[i]; + smallestAngleIndexIgnoringNormal = i; + } + const Vector3 e0 = frontPoints[i3] - frontPoints[i1]; + const Vector3 e1 = frontPoints[i2] - frontPoints[i1]; + const Vector3 triNormal = normalizeSafe(cross(e0, e1), Vector3(0.0f), mesh->epsilon()); + if (dot(normal, triNormal) <= 0.0f) + continue; + } + smallestAngle = smallestAngleIgnoringNormal = frontAngles[i]; + smallestAngleIndex = smallestAngleIndexIgnoringNormal = i; + } + // Closing holes failed if we don't have a smallest angle. + // Fallback to ignoring the backwards facing normal test if possible. + if (smallestAngleIndex == UINT32_MAX || smallestAngle <= 0.0f || smallestAngle >= kPi) { + if (smallestAngleIgnoringNormal == UINT32_MAX || smallestAngleIgnoringNormal <= 0.0f || smallestAngleIgnoringNormal >= kPi) + return false; + else + smallestAngleIndex = smallestAngleIndexIgnoringNormal; + } + const uint32_t i1 = smallestAngleIndex == 0 ? frontCount - 1 : smallestAngleIndex - 1; + const uint32_t i2 = smallestAngleIndex; + const uint32_t i3 = (smallestAngleIndex + 1) % frontCount; + const Mesh::AddFaceResult::Enum result = mesh->addFace(frontVertices[i1], frontVertices[i2], frontVertices[i3]); + XA_DEBUG_ASSERT(result == Mesh::AddFaceResult::OK); // Shouldn't happen due to the findEdge calls above. + XA_UNUSED(result); + frontVertices.removeAt(i2); + frontPoints.removeAt(i2); + frontCount = frontVertices.size(); + } + return true; +} + +static bool meshCloseHoles(Mesh *mesh, const Array &boundaryLoops, const Vector3 &normal, uint32_t *holeCount, Array *holeFaceCounts) +{ + if (holeFaceCounts) + holeFaceCounts->clear(); + // Compute lengths. + const uint32_t boundaryCount = boundaryLoops.size(); + Array boundaryLengths; + Array boundaryEdgeCounts; + boundaryEdgeCounts.resize(boundaryCount); + for (uint32_t i = 0; i < boundaryCount; i++) { + float boundaryLength = 0.0f; + boundaryEdgeCounts[i] = 0; + for (Mesh::BoundaryLoopEdgeIterator it(mesh, boundaryLoops[i]); !it.isDone(); it.advance()) { + const Vector3 &t0 = mesh->position(mesh->vertexAt(meshEdgeIndex0(it.edge()))); + const Vector3 &t1 = mesh->position(mesh->vertexAt(meshEdgeIndex1(it.edge()))); + boundaryLength += length(t1 - t0); + boundaryEdgeCounts[i]++; + } + boundaryLengths.push_back(boundaryLength); + } + // Find disk boundary. + uint32_t diskBoundary = 0; + float maxLength = boundaryLengths[0]; + for (uint32_t i = 1; i < boundaryCount; i++) { + if (boundaryLengths[i] > maxLength) { + maxLength = boundaryLengths[i]; + diskBoundary = i; + } + } + // Close holes. + Array holeVertices; + Array holePoints; + bool result = true; + for (uint32_t i = 0; i < boundaryCount; i++) { + if (diskBoundary == i) + continue; // Skip disk boundary. + holeVertices.resize(boundaryEdgeCounts[i]); + holePoints.resize(boundaryEdgeCounts[i]); + // Winding is backwards for internal boundaries. + uint32_t e = 0; + for (Mesh::BoundaryLoopEdgeIterator it(mesh, boundaryLoops[i]); !it.isDone(); it.advance()) { + const uint32_t vertex = mesh->vertexAt(meshEdgeIndex0(it.edge())); + holeVertices[boundaryEdgeCounts[i] - 1 - e] = vertex; + holePoints[boundaryEdgeCounts[i] - 1 - e] = mesh->position(vertex); + e++; + } + const uint32_t oldFaceCount = mesh->faceCount(); + if (!meshCloseHole(mesh, holeVertices, normal)) + result = false; // Return false if any hole failed to close, but keep trying to close other holes. + if (holeCount) + (*holeCount)++; + if (holeFaceCounts) + holeFaceCounts->push_back(mesh->faceCount() - oldFaceCount); + } + return result; +} + +static bool meshIsPlanar(const Mesh &mesh) +{ + const Vector3 p1 = mesh.position(mesh.vertexAt(0)); + const Vector3 p2 = mesh.position(mesh.vertexAt(1)); + const Vector3 p3 = mesh.position(mesh.vertexAt(2)); + const Plane plane(p1, p2, p3); + const uint32_t vertexCount = mesh.vertexCount(); + for (uint32_t v = 0; v < vertexCount; v++) { + const float d = plane.distance(mesh.position(v)); + if (!isZero(d, mesh.epsilon())) + return false; + } + return true; } /* @@ -3832,7 +3504,6 @@ Fixing T-junctions. */ struct SplitEdge { - uint32_t index; uint32_t edge; float t; uint32_t vertex; @@ -3849,9 +3520,13 @@ struct SplitEdge } }; -// Returns NULL if there were no t-junctions to fix. -static Mesh *meshFixTJunctions(const Mesh &inputMesh) +// Returns nullptr if there were no t-junctions to fix. +static Mesh *meshFixTJunctions(const Mesh &inputMesh, bool *duplicatedEdge, bool *failed, uint32_t *fixedTJunctionsCount) { + if (duplicatedEdge) + *duplicatedEdge = false; + if (failed) + *failed = false; Array splitEdges; const uint32_t vertexCount = inputMesh.vertexCount(); const uint32_t edgeCount = inputMesh.edgeCount(); @@ -3859,27 +3534,16 @@ static Mesh *meshFixTJunctions(const Mesh &inputMesh) if (!inputMesh.isBoundaryVertex(v)) continue; // Find edges that this vertex overlaps with. - const Vector3 &x0 = inputMesh.position(v); + const Vector3 &pos = inputMesh.position(v); for (uint32_t e = 0; e < edgeCount; e++) { if (!inputMesh.isBoundaryEdge(e)) continue; - const Edge *edge = inputMesh.edgeAt(e); - const Vector3 &x1 = inputMesh.position(inputMesh.vertexAt(edge->index0)); - const Vector3 &x2 = inputMesh.position(inputMesh.vertexAt(edge->index1)); - if (x1 == x0 || x2 == x0) - continue; // Vertex lies on either edge vertex. - const Vector3 v01 = x0 - x1; - const Vector3 v21 = x2 - x1; - const float l = length(v21); - const float d = length(cross(v01, v21)) / l; - if (!isZero(d)) - continue; - float t = dot(v01, v21) / (l * l); - if (t < XA_EPSILON || t > 1.0f - XA_EPSILON) + const Vector3 &edgePos1 = inputMesh.position(inputMesh.vertexAt(meshEdgeIndex0(e))); + const Vector3 &edgePos2 = inputMesh.position(inputMesh.vertexAt(meshEdgeIndex1(e))); + float t; + if (!lineIntersectsPoint(pos, edgePos1, edgePos2, &t, inputMesh.epsilon())) continue; - //XA_DEBUG_ASSERT(lerp(x1, x2, t) == x0); SplitEdge splitEdge; - splitEdge.index = splitEdges.size(); splitEdge.edge = e; splitEdge.t = t; splitEdge.vertex = v; @@ -3887,20 +3551,11 @@ static Mesh *meshFixTJunctions(const Mesh &inputMesh) } } if (splitEdges.isEmpty()) - return NULL; + return nullptr; const uint32_t faceCount = inputMesh.faceCount(); - Mesh *mesh = XA_NEW(Mesh, 0, vertexCount + splitEdges.size(), faceCount); + Mesh *mesh = XA_NEW_ARGS(MemTag::Mesh, Mesh, inputMesh.epsilon(), vertexCount + splitEdges.size(), faceCount); for (uint32_t v = 0; v < vertexCount; v++) - mesh->addVertex(inputMesh.position(v), Vector3(0.0f), inputMesh.texcoord(v)); - for (uint32_t se = 0; se < splitEdges.size(); se++) { - const SplitEdge &splitEdge = splitEdges[se]; - const Edge *edge = inputMesh.edgeAt(splitEdge.edge); - Vector3 normal(0.0f); - if (inputMesh.flags() & MeshFlags::HasNormals) - normal = lerp(inputMesh.normal(inputMesh.vertexAt(edge->index0)), inputMesh.normal(inputMesh.vertexAt(edge->index1)), splitEdge.t); - const Vector2 texcoord = lerp(inputMesh.texcoord(inputMesh.vertexAt(edge->index0)), inputMesh.texcoord(inputMesh.vertexAt(edge->index1)), splitEdge.t); - mesh->addVertex(inputMesh.position(splitEdge.vertex), normal, texcoord); - } + mesh->addVertex(inputMesh.position(v)); Array indexArray; indexArray.reserve(4); Array faceSplitEdges; @@ -3909,142 +3564,35 @@ static Mesh *meshFixTJunctions(const Mesh &inputMesh) // Find t-junctions in this face. faceSplitEdges.clear(); for (uint32_t i = 0; i < splitEdges.size(); i++) { - if (inputMesh.edgeAt(splitEdges[i].edge)->face == f) + if (meshEdgeFace(splitEdges[i].edge) == f) faceSplitEdges.push_back(splitEdges[i]); } - // Need to split edges in winding order when a single edge has multiple t-junctions. - if (!faceSplitEdges.isEmpty()) + if (!faceSplitEdges.isEmpty()) { + // Need to split edges in winding order when a single edge has multiple t-junctions. insertionSort(faceSplitEdges.data(), faceSplitEdges.size()); - indexArray.clear(); - for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) { - indexArray.push_back(it.vertex0()); - for (uint32_t se = 0; se < faceSplitEdges.size(); se++) { - const SplitEdge &splitEdge = faceSplitEdges[se]; - if (splitEdge.edge == it.edge()) - indexArray.push_back(vertexCount + faceSplitEdges[se].index); - } - } - mesh->addFace(indexArray, inputMesh.faceFlagsAt(f)); - } - mesh->createColocals(); // Added new vertices, some may be colocal with existing vertices. - return mesh; -} - -// This is doing a simple ear-clipping algorithm that skips invalid triangles. Ideally, we should -// also sort the ears by angle, start with the ones that have the smallest angle and proceed in order. -static Mesh *meshTriangulate(const Mesh &inputMesh) -{ - if (inputMesh.faceCount() * 3 == inputMesh.edgeCount()) - return NULL; - const uint32_t vertexCount = inputMesh.vertexCount(); - const uint32_t faceCount = inputMesh.faceCount(); - Mesh *mesh = XA_NEW(Mesh, 0, vertexCount, faceCount); - // Add all vertices. - for (uint32_t v = 0; v < vertexCount; v++) - mesh->addVertex(inputMesh.position(v), Vector3(0.0f), inputMesh.texcoord(v)); - Array polygonVertices; - Array polygonAngles; - Array polygonPoints; - for (uint32_t f = 0; f < faceCount; f++) { - const Face *face = inputMesh.faceAt(f); - const uint32_t edgeCount = face->nIndices; - XA_DEBUG_ASSERT(edgeCount >= 3); - polygonVertices.clear(); - polygonVertices.reserve(edgeCount); - if (edgeCount == 3) { - // Simple case for triangles. - for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) - polygonVertices.push_back(it.vertex0()); - mesh->addFace(polygonVertices[0], polygonVertices[1], polygonVertices[2]); - } else { - // Build 2D polygon projecting vertices onto normal plane. - // Faces are not necesarily planar, this is for example the case, when the face comes from filling a hole. In such cases - // it's much better to use the best fit plane. - const Vector3 fn = inputMesh.calculateFaceNormal(f); - Basis basis; - basis.buildFrameForDirection(fn); - polygonPoints.clear(); - polygonPoints.reserve(edgeCount); - polygonAngles.clear(); - polygonAngles.reserve(edgeCount); + indexArray.clear(); for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) { - polygonVertices.push_back(it.vertex0()); - const Vector3 &pos = it.position0(); - polygonPoints.push_back(Vector2(dot(basis.tangent, pos), dot(basis.bitangent, pos))); - } - polygonAngles.resize(edgeCount); - while (polygonVertices.size() > 2) { - const uint32_t size = polygonVertices.size(); - // Update polygon angles. @@ Update only those that have changed. - float minAngle = float(2.0f * M_PI); - uint32_t bestEar = 0; // Use first one if none of them is valid. - bool bestIsValid = false; - for (uint32_t i = 0; i < size; i++) { - uint32_t i0 = i; - uint32_t i1 = (i + 1) % size; // Use Sean's polygon interation trick. - uint32_t i2 = (i + 2) % size; - Vector2 p0 = polygonPoints[i0]; - Vector2 p1 = polygonPoints[i1]; - Vector2 p2 = polygonPoints[i2]; - float d = clamp(dot(p0 - p1, p2 - p1) / (safe_length(p0 - p1) * safe_length(p2 - p1)), -1.0f, 1.0f); - float angle = acosf(d); - float area = triangleArea(p0, p1, p2); - if (area < 0.0f) - angle = float(2.0f * M_PI - angle); - polygonAngles[i1] = angle; - if (angle < minAngle || !bestIsValid) { - // Make sure this is a valid ear, if not, skip this point. - bool valid = true; - for (uint32_t j = 0; j < size; j++) { - if (j == i0 || j == i1 || j == i2) - continue; - Vector2 p = polygonPoints[j]; - if (pointInTriangle(p, p0, p1, p2)) { - valid = false; - break; - } - } - if (valid || !bestIsValid) { - minAngle = angle; - bestEar = i1; - bestIsValid = valid; - } - } + indexArray.push_back(it.vertex0()); + for (uint32_t se = 0; se < faceSplitEdges.size(); se++) { + const SplitEdge &splitEdge = faceSplitEdges[se]; + if (splitEdge.edge == it.edge()) + indexArray.push_back(splitEdge.vertex); } - // Clip best ear: - const uint32_t i0 = (bestEar + size - 1) % size; - const uint32_t i1 = (bestEar + 0) % size; - const uint32_t i2 = (bestEar + 1) % size; - mesh->addFace(polygonVertices[i0], polygonVertices[i1], polygonVertices[i2]); - polygonVertices.removeAt(i1); - polygonPoints.removeAt(i1); - polygonAngles.removeAt(i1); + } + if (!meshCloseHole(mesh, indexArray, Vector3(0.0f))) { + if (failed) + *failed = true; + } + } else { + // No t-junctions in this face. Copy from input mesh. + if (mesh->addFace(&inputMesh.indices()[f * 3]) == Mesh::AddFaceResult::DuplicateEdge) { + if (duplicatedEdge) + *duplicatedEdge = true; } } } - mesh->createBoundaries(); - mesh->linkBoundaries(); - return mesh; -} - -static Mesh *meshUnifyVertices(const Mesh &inputMesh) -{ - const uint32_t vertexCount = inputMesh.vertexCount(); - const uint32_t faceCount = inputMesh.faceCount(); - Mesh *mesh = XA_NEW(Mesh, 0, vertexCount, faceCount); - // Only add the first colocal. - for (uint32_t v = 0; v < vertexCount; v++) { - if (inputMesh.firstColocal(v) == v) - mesh->addVertex(inputMesh.position(v), Vector3(), inputMesh.texcoord(v)); - } - Array indexArray; - // Add new faces pointing to first colocals. - for (uint32_t f = 0; f < faceCount; f++) { - indexArray.clear(); - for (Mesh::FaceEdgeIterator it(&inputMesh, f); !it.isDone(); it.advance()) - indexArray.push_back(inputMesh.firstColocal(it.vertex0())); - mesh->addFace(indexArray, inputMesh.faceFlagsAt(f)); - } + if (fixedTJunctionsCount) + *fixedTJunctionsCount = splitEdges.size(); return mesh; } @@ -4053,815 +3601,2121 @@ static void meshGetBoundaryLoops(const Mesh &mesh, Array &boundaryLoop { const uint32_t edgeCount = mesh.edgeCount(); BitArray bitFlags(edgeCount); - bitFlags.clearAll(); + bitFlags.zeroOutMemory(); boundaryLoops.clear(); // Search for boundary edges. Mark all the edges that belong to the same boundary. for (uint32_t e = 0; e < edgeCount; e++) { - if (bitFlags.bitAt(e) || !mesh.isBoundaryEdge(e)) + if (bitFlags.get(e) || !mesh.isBoundaryEdge(e)) continue; - for (Mesh::BoundaryEdgeIterator it(&mesh, e); !it.isDone(); it.advance()) - bitFlags.setBitAt(it.edge()); + for (Mesh::BoundaryLoopEdgeIterator it(&mesh, e); !it.isDone(); it.advance()) + bitFlags.set(it.edge()); boundaryLoops.push_back(e); } } -class MeshTopology +struct Progress { -public: - MeshTopology(const Mesh *mesh) + Progress(ProgressCategory::Enum category, ProgressFunc func, void *userData, uint32_t maxValue) : value(0), cancel(false), m_category(category), m_func(func), m_userData(userData), m_maxValue(maxValue), m_progress(0) { - buildTopologyInfo(mesh); + if (m_func) { + if (!m_func(category, 0, userData)) + cancel = true; + } } - /// Determine if the mesh is connected. - bool isConnected() const + ~Progress() { - return m_connectedCount == 1; + if (m_func) { + if (!m_func(m_category, 100, m_userData)) + cancel = true; + } } - /// Determine if the mesh is closed. (Each edge is shared by two faces) - bool isClosed() const + void update() { - return m_boundaryCount == 0; + if (!m_func) + return; + m_mutex.lock(); + const uint32_t newProgress = uint32_t(ceilf(value.load() / (float)m_maxValue * 100.0f)); + if (newProgress != m_progress && newProgress < 100) { + m_progress = newProgress; + if (!m_func(m_category, m_progress, m_userData)) + cancel = true; + } + m_mutex.unlock(); } - /// Return true if the mesh has the topology of a disk. - bool isDisk() const + void setMaxValue(uint32_t maxValue) { - return isConnected() && m_boundaryCount == 1/* && m_eulerNumber == 1*/; + m_mutex.lock(); + m_maxValue = maxValue; + m_mutex.unlock(); } -private: - void buildTopologyInfo(const Mesh *mesh) - { - const uint32_t vertexCount = mesh->colocalVertexCount(); - const uint32_t faceCount = mesh->faceCount(); - const uint32_t edgeCount = mesh->edgeCount(); - Array stack(faceCount); - BitArray bitFlags(faceCount); - bitFlags.clearAll(); - // Compute connectivity. - m_connectedCount = 0; - for (uint32_t f = 0; f < faceCount; f++ ) { - if (bitFlags.bitAt(f) == false) { - m_connectedCount++; - stack.push_back(f); - while (!stack.isEmpty()) { - const uint32_t top = stack.back(); - XA_ASSERT(top != uint32_t(~0)); - stack.pop_back(); - if (bitFlags.bitAt(top) == false) { - bitFlags.setBitAt(top); - for (Mesh::FaceEdgeIterator it(mesh, top); !it.isDone(); it.advance()) { - const uint32_t oppositeFace = it.oppositeFace(); - if (oppositeFace != UINT32_MAX) - stack.push_back(oppositeFace); - } - } - } - } - } - XA_ASSERT(stack.isEmpty()); - // Count boundary loops. - m_boundaryCount = 0; - bitFlags.resize(edgeCount); - bitFlags.clearAll(); - // Don't forget to link the boundary otherwise this won't work. - for (uint32_t e = 0; e < edgeCount; e++) { - if (bitFlags.bitAt(e) || !mesh->isBoundaryEdge(e)) - continue; - m_boundaryCount++; - for (Mesh::BoundaryEdgeIterator it(mesh, e); !it.isDone(); it.advance()) - bitFlags.setBitAt(it.edge()); - } - // Compute euler number. - m_eulerNumber = vertexCount - edgeCount + faceCount; - // Compute genus. (only valid on closed connected surfaces) - m_genus = -1; - if (isClosed() && isConnected()) - m_genus = (2 - m_eulerNumber) / 2; - } + std::atomic value; + std::atomic cancel; private: - ///< Number of boundary loops. - int m_boundaryCount; + ProgressCategory::Enum m_category; + ProgressFunc m_func; + void *m_userData; + uint32_t m_maxValue; + uint32_t m_progress; + std::mutex m_mutex; +}; + +struct Spinlock +{ + void lock() { while(m_lock.test_and_set(std::memory_order_acquire)) {} } + void unlock() { m_lock.clear(std::memory_order_release); } - ///< Number of connected components. - int m_connectedCount; +private: + std::atomic_flag m_lock = ATOMIC_FLAG_INIT; +}; - ///< Euler number. - int m_eulerNumber; +struct TaskGroupHandle +{ + uint32_t value = UINT32_MAX; +}; - /// Mesh genus. - int m_genus; +struct Task +{ + void (*func)(void *userData); + void *userData; }; -namespace raster { -class ClippedTriangle +#if XA_MULTITHREADED +class TaskScheduler { public: - ClippedTriangle(const Vector2 &a, const Vector2 &b, const Vector2 &c) - { - m_numVertices = 3; - m_activeVertexBuffer = 0; - m_verticesA[0] = a; - m_verticesA[1] = b; - m_verticesA[2] = c; - m_vertexBuffers[0] = m_verticesA; - m_vertexBuffers[1] = m_verticesB; + TaskScheduler() : m_shutdown(false) + { + m_threadIndex = 0; + // Max with current task scheduler usage is 1 per thread + 1 deep nesting, but allow for some slop. + m_maxGroups = std::thread::hardware_concurrency() * 4; + m_groups = XA_ALLOC_ARRAY(MemTag::Default, TaskGroup, m_maxGroups); + for (uint32_t i = 0; i < m_maxGroups; i++) { + new (&m_groups[i]) TaskGroup(); + m_groups[i].free = true; + m_groups[i].ref = 0; + } + m_workers.resize(std::thread::hardware_concurrency() <= 1 ? 1 : std::thread::hardware_concurrency() - 1); + for (uint32_t i = 0; i < m_workers.size(); i++) { + new (&m_workers[i]) Worker(); + m_workers[i].wakeup = false; + m_workers[i].thread = XA_NEW_ARGS(MemTag::Default, std::thread, workerThread, this, &m_workers[i], i + 1); + } } - uint32_t vertexCount() + ~TaskScheduler() { - return m_numVertices; + m_shutdown = true; + for (uint32_t i = 0; i < m_workers.size(); i++) { + Worker &worker = m_workers[i]; + XA_DEBUG_ASSERT(worker.thread); + worker.wakeup = true; + worker.cv.notify_one(); + if (worker.thread->joinable()) + worker.thread->join(); + worker.thread->~thread(); + XA_FREE(worker.thread); + worker.~Worker(); + } + for (uint32_t i = 0; i < m_maxGroups; i++) + m_groups[i].~TaskGroup(); + XA_FREE(m_groups); } - const Vector2 *vertices() + uint32_t threadCount() const { - return m_vertexBuffers[m_activeVertexBuffer]; + return max(1u, std::thread::hardware_concurrency()); // Including the main thread. } - void clipHorizontalPlane(float offset, float clipdirection) + TaskGroupHandle createTaskGroup(uint32_t reserveSize = 0) { - Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; - m_activeVertexBuffer ^= 1; - Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer]; - v[m_numVertices] = v[0]; - float dy2, dy1 = offset - v[0].y; - int dy2in, dy1in = clipdirection * dy1 >= 0; - uint32_t p = 0; - for (uint32_t k = 0; k < m_numVertices; k++) { - dy2 = offset - v[k + 1].y; - dy2in = clipdirection * dy2 >= 0; - if (dy1in) v2[p++] = v[k]; - if ( dy1in + dy2in == 1 ) { // not both in/out - float dx = v[k + 1].x - v[k].x; - float dy = v[k + 1].y - v[k].y; - v2[p++] = Vector2(v[k].x + dy1 * (dx / dy), offset); - } - dy1 = dy2; - dy1in = dy2in; + // Claim the first free group. + for (uint32_t i = 0; i < m_maxGroups; i++) { + TaskGroup &group = m_groups[i]; + bool expected = true; + if (!group.free.compare_exchange_strong(expected, false)) + continue; + group.queueLock.lock(); + group.queueHead = 0; + group.queue.clear(); + group.queue.reserve(reserveSize); + group.queueLock.unlock(); + TaskGroupHandle handle; + handle.value = i; + return handle; } - m_numVertices = p; + XA_DEBUG_ASSERT(false); + TaskGroupHandle handle; + handle.value = UINT32_MAX; + return handle; } - void clipVerticalPlane(float offset, float clipdirection ) + void run(TaskGroupHandle handle, Task task) { - Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; - m_activeVertexBuffer ^= 1; - Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer]; - v[m_numVertices] = v[0]; - float dx2, dx1 = offset - v[0].x; - int dx2in, dx1in = clipdirection * dx1 >= 0; - uint32_t p = 0; - for (uint32_t k = 0; k < m_numVertices; k++) { - dx2 = offset - v[k + 1].x; - dx2in = clipdirection * dx2 >= 0; - if (dx1in) v2[p++] = v[k]; - if ( dx1in + dx2in == 1 ) { // not both in/out - float dx = v[k + 1].x - v[k].x; - float dy = v[k + 1].y - v[k].y; - v2[p++] = Vector2(offset, v[k].y + dx1 * (dy / dx)); - } - dx1 = dx2; - dx1in = dx2in; + XA_DEBUG_ASSERT(handle.value != UINT32_MAX); + TaskGroup &group = m_groups[handle.value]; + group.queueLock.lock(); + group.queue.push_back(task); + group.queueLock.unlock(); + group.ref++; + // Wake up a worker to run this task. + for (uint32_t i = 0; i < m_workers.size(); i++) { + m_workers[i].wakeup = true; + m_workers[i].cv.notify_one(); } - m_numVertices = p; } - void computeAreaCentroid() + void wait(TaskGroupHandle *handle) { - Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; - v[m_numVertices] = v[0]; - m_area = 0; - float centroidx = 0, centroidy = 0; - for (uint32_t k = 0; k < m_numVertices; k++) { - // http://local.wasp.uwa.edu.au/~pbourke/geometry/polyarea/ - float f = v[k].x * v[k + 1].y - v[k + 1].x * v[k].y; - m_area += f; - centroidx += f * (v[k].x + v[k + 1].x); - centroidy += f * (v[k].y + v[k + 1].y); + if (handle->value == UINT32_MAX) { + XA_DEBUG_ASSERT(false); + return; } - m_area = 0.5f * fabsf(m_area); - if (m_area == 0) { - m_centroid = Vector2(0.0f); - } else { - m_centroid = Vector2(centroidx / (6 * m_area), centroidy / (6 * m_area)); + // Run tasks from the group queue until empty. + TaskGroup &group = m_groups[handle->value]; + for (;;) { + Task *task = nullptr; + group.queueLock.lock(); + if (group.queueHead < group.queue.size()) + task = &group.queue[group.queueHead++]; + group.queueLock.unlock(); + if (!task) + break; + task->func(task->userData); + group.ref--; } + // Even though the task queue is empty, workers can still be running tasks. + while (group.ref > 0) + std::this_thread::yield(); + group.free = true; + handle->value = UINT32_MAX; } - void clipAABox(float x0, float y0, float x1, float y1) + static uint32_t currentThreadIndex() { return m_threadIndex; } + +private: + struct TaskGroup { - clipVerticalPlane ( x0, -1); - clipHorizontalPlane( y0, -1); - clipVerticalPlane ( x1, 1); - clipHorizontalPlane( y1, 1); - computeAreaCentroid(); - } + std::atomic free; + Array queue; // Items are never removed. queueHead is incremented to pop items. + uint32_t queueHead = 0; + Spinlock queueLock; + std::atomic ref; // Increment when a task is enqueued, decrement when a task finishes. + }; + + struct Worker + { + std::thread *thread = nullptr; + std::mutex mutex; + std::condition_variable cv; + std::atomic wakeup; + }; + + TaskGroup *m_groups; + uint32_t m_maxGroups; + Array m_workers; + std::atomic m_shutdown; + static thread_local uint32_t m_threadIndex; - Vector2 centroid() + static void workerThread(TaskScheduler *scheduler, Worker *worker, uint32_t threadIndex) { - return m_centroid; + m_threadIndex = threadIndex; + std::unique_lock lock(worker->mutex); + for (;;) { + worker->cv.wait(lock, [=]{ return worker->wakeup.load(); }); + worker->wakeup = false; + for (;;) { + if (scheduler->m_shutdown) + return; + // Look for a task in any of the groups and run it. + TaskGroup *group = nullptr; + Task *task = nullptr; + for (uint32_t i = 0; i < scheduler->m_maxGroups; i++) { + group = &scheduler->m_groups[i]; + if (group->free || group->ref == 0) + continue; + group->queueLock.lock(); + if (group->queueHead < group->queue.size()) { + task = &group->queue[group->queueHead++]; + group->queueLock.unlock(); + break; + } + group->queueLock.unlock(); + } + if (!task) + break; + task->func(task->userData); + group->ref--; + } + } + } +}; + +thread_local uint32_t TaskScheduler::m_threadIndex; +#else +class TaskScheduler +{ +public: + ~TaskScheduler() + { + // [Bruno Levy] older compiler does not understand + // {i} as struct initialization. + TaskGroupHandle h; + for (uint32_t i = 0; i < m_groups.size(); i++) { + h.value = i; + destroyGroup(h); + } } - float area() + uint32_t threadCount() const { - return m_area; + return 1; } -private: - Vector2 m_verticesA[7 + 1]; - Vector2 m_verticesB[7 + 1]; - Vector2 *m_vertexBuffers[2]; - uint32_t m_numVertices; - uint32_t m_activeVertexBuffer; - float m_area; - Vector2 m_centroid; -}; + TaskGroupHandle createTaskGroup(uint32_t reserveSize = 0) + { + TaskGroup *group = XA_NEW(MemTag::Default, TaskGroup); + group->queue.reserve(reserveSize); + m_groups.push_back(group); + TaskGroupHandle handle; + handle.value = m_groups.size() - 1; + return handle; + } -/// A callback to sample the environment. Return false to terminate rasterization. -typedef bool (* SamplingCallback)(void *param, int x, int y, const Vector3 &bar, const Vector3 &dx, const Vector3 &dy, float coverage); + void run(TaskGroupHandle handle, Task task) + { + m_groups[handle.value]->queue.push_back(task); + } -/// A triangle for rasterization. -struct Triangle -{ - Triangle(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2, const Vector3 &t0, const Vector3 &t1, const Vector3 &t2) + void wait(TaskGroupHandle *handle) { - // Init vertices. - this->v1 = v0; - this->v2 = v2; - this->v3 = v1; - // Set barycentric coordinates. - this->t1 = t0; - this->t2 = t2; - this->t3 = t1; - // make sure every triangle is front facing. - flipBackface(); - // Compute deltas. - valid = computeDeltas(); - computeUnitInwardNormals(); - } - - /// Compute texture space deltas. - /// This method takes two edge vectors that form a basis, determines the - /// coordinates of the canonic vectors in that basis, and computes the - /// texture gradient that corresponds to those vectors. - bool computeDeltas() - { - Vector2 e0 = v3 - v1; - Vector2 e1 = v2 - v1; - Vector3 de0 = t3 - t1; - Vector3 de1 = t2 - t1; - float denom = (e0.y * e1.x - e1.y * e0.x);; - if (denom == 0.0f) { // [Bruno] prefer to avoid FPEs (use them to detect problems) - return false; - } - denom = 1.0f / denom; - float lambda1 = - e1.y * denom; - float lambda2 = e0.y * denom; - float lambda3 = e1.x * denom; - float lambda4 = - e0.x * denom; - dx = de0 * lambda1 + de1 * lambda2; - dy = de0 * lambda3 + de1 * lambda4; - return true; - } - - bool draw(const Vector2 &extents, bool enableScissors, SamplingCallback cb, void *param) - { - // 28.4 fixed-point coordinates - const int Y1 = ftoi_round(16.0f * v1.y); - const int Y2 = ftoi_round(16.0f * v2.y); - const int Y3 = ftoi_round(16.0f * v3.y); - const int X1 = ftoi_round(16.0f * v1.x); - const int X2 = ftoi_round(16.0f * v2.x); - const int X3 = ftoi_round(16.0f * v3.x); - // Deltas - const int DX12 = X1 - X2; - const int DX23 = X2 - X3; - const int DX31 = X3 - X1; - const int DY12 = Y1 - Y2; - const int DY23 = Y2 - Y3; - const int DY31 = Y3 - Y1; - // Fixed-point deltas - const int FDX12 = DX12 << 4; - const int FDX23 = DX23 << 4; - const int FDX31 = DX31 << 4; - const int FDY12 = DY12 << 4; - const int FDY23 = DY23 << 4; - const int FDY31 = DY31 << 4; - int minx, miny, maxx, maxy; - if (enableScissors) { - int frustumX0 = 0 << 4; - int frustumY0 = 0 << 4; - int frustumX1 = (int)extents.x << 4; - int frustumY1 = (int)extents.y << 4; - // Bounding rectangle - minx = (max(min3(X1, X2, X3), frustumX0) + 0xF) >> 4; - miny = (max(min3(Y1, Y2, Y3), frustumY0) + 0xF) >> 4; - maxx = (min(max3(X1, X2, X3), frustumX1) + 0xF) >> 4; - maxy = (min(max3(Y1, Y2, Y3), frustumY1) + 0xF) >> 4; - } else { - // Bounding rectangle - minx = (min3(X1, X2, X3) + 0xF) >> 4; - miny = (min3(Y1, Y2, Y3) + 0xF) >> 4; - maxx = (max3(X1, X2, X3) + 0xF) >> 4; - maxy = (max3(Y1, Y2, Y3) + 0xF) >> 4; - } - // Block size, standard 8x8 (must be power of two) - const int q = 8; - // @@ This won't work when minx,miny are negative. This code path is not used. Leaving as is for now. - XA_ASSERT(minx >= 0); - XA_ASSERT(miny >= 0); - // Start in corner of 8x8 block - minx &= ~(q - 1); - miny &= ~(q - 1); - // Half-edge constants - int C1 = DY12 * X1 - DX12 * Y1; - int C2 = DY23 * X2 - DX23 * Y2; - int C3 = DY31 * X3 - DX31 * Y3; - // Correct for fill convention - if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++; - if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++; - if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++; - // Loop through blocks - for (int y = miny; y < maxy; y += q) { - for (int x = minx; x < maxx; x += q) { - // Corners of block - int x0 = x << 4; - int x1 = (x + q - 1) << 4; - int y0 = y << 4; - int y1 = (y + q - 1) << 4; - // Evaluate half-space functions - bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0; - bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0; - bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0; - bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0; - int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3); - bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0; - bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0; - bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0; - bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0; - int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3); - bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0; - bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0; - bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0; - bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0; - int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3); - // Skip block when outside an edge - if (a == 0x0 || b == 0x0 || c == 0x0) continue; - // Accept whole block when totally covered - if (a == 0xF && b == 0xF && c == 0xF) { - Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); - for (int iy = y; iy < y + q; iy++) { - Vector3 tex = texRow; - for (int ix = x; ix < x + q; ix++) { - //Vector3 tex = t1 + dx * (ix - v1.x) + dy * (iy - v1.y); - if (!cb(param, ix, iy, tex, dx, dy, 1.0)) { - // early out. - return false; - } - tex += dx; - } - texRow += dy; - } - } else { // Partially covered block - int CY1 = C1 + DX12 * y0 - DY12 * x0; - int CY2 = C2 + DX23 * y0 - DY23 * x0; - int CY3 = C3 + DX31 * y0 - DY31 * x0; - Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); - for (int iy = y; iy < y + q; iy++) { - int CX1 = CY1; - int CX2 = CY2; - int CX3 = CY3; - Vector3 tex = texRow; - for (int ix = x; ix < x + q; ix++) { - if (CX1 > 0 && CX2 > 0 && CX3 > 0) { - if (!cb(param, ix, iy, tex, dx, dy, 1.0)) { - // early out. - return false; - } - } - CX1 -= FDY12; - CX2 -= FDY23; - CX3 -= FDY31; - tex += dx; - } - CY1 += FDX12; - CY2 += FDX23; - CY3 += FDX31; - texRow += dy; - } - } - } + if (handle->value == UINT32_MAX) { + XA_DEBUG_ASSERT(false); + return; } - return true; + TaskGroup *group = m_groups[handle->value]; + for (uint32_t i = 0; i < group->queue.size(); i++) + group->queue[i].func(group->queue[i].userData); + group->queue.clear(); + destroyGroup(*handle); + handle->value = UINT32_MAX; } - // extents has to be multiple of BK_SIZE!! - bool drawAA(const Vector2 &extents, bool enableScissors, SamplingCallback cb, void *param) - { - const float PX_INSIDE = 1.0f/sqrtf(2.0f); - const float PX_OUTSIDE = -1.0f/sqrtf(2.0f); - const float BK_SIZE = 8; - const float BK_INSIDE = sqrtf(BK_SIZE*BK_SIZE/2.0f); - const float BK_OUTSIDE = -sqrtf(BK_SIZE*BK_SIZE/2.0f); - - float minx, miny, maxx, maxy; - if (enableScissors) { - // Bounding rectangle - minx = floorf(max(min3(v1.x, v2.x, v3.x), 0.0f)); - miny = floorf(max(min3(v1.y, v2.y, v3.y), 0.0f)); - maxx = ceilf( min(max3(v1.x, v2.x, v3.x), extents.x - 1.0f)); - maxy = ceilf( min(max3(v1.y, v2.y, v3.y), extents.y - 1.0f)); - } else { - // Bounding rectangle - minx = floorf(min3(v1.x, v2.x, v3.x)); - miny = floorf(min3(v1.y, v2.y, v3.y)); - maxx = ceilf( max3(v1.x, v2.x, v3.x)); - maxy = ceilf( max3(v1.y, v2.y, v3.y)); - } - // There's no reason to align the blocks to the viewport, instead we align them to the origin of the triangle bounds. - minx = floorf(minx); - miny = floorf(miny); - //minx = (float)(((int)minx) & (~((int)BK_SIZE - 1))); // align to blocksize (we don't need to worry about blocks partially out of viewport) - //miny = (float)(((int)miny) & (~((int)BK_SIZE - 1))); - minx += 0.5; - miny += 0.5; // sampling at texel centers! - maxx += 0.5; - maxy += 0.5; - // Half-edge constants - float C1 = n1.x * (-v1.x) + n1.y * (-v1.y); - float C2 = n2.x * (-v2.x) + n2.y * (-v2.y); - float C3 = n3.x * (-v3.x) + n3.y * (-v3.y); - // Loop through blocks - for (float y0 = miny; y0 <= maxy; y0 += BK_SIZE) { - for (float x0 = minx; x0 <= maxx; x0 += BK_SIZE) { - // Corners of block - float xc = (x0 + (BK_SIZE - 1) / 2.0f); - float yc = (y0 + (BK_SIZE - 1) / 2.0f); - // Evaluate half-space functions - float aC = C1 + n1.x * xc + n1.y * yc; - float bC = C2 + n2.x * xc + n2.y * yc; - float cC = C3 + n3.x * xc + n3.y * yc; - // Skip block when outside an edge - if ( (aC <= BK_OUTSIDE) || (bC <= BK_OUTSIDE) || (cC <= BK_OUTSIDE) ) continue; - // Accept whole block when totally covered - if ( (aC >= BK_INSIDE) && (bC >= BK_INSIDE) && (cC >= BK_INSIDE) ) { - Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); - for (float y = y0; y < y0 + BK_SIZE; y++) { - Vector3 tex = texRow; - for (float x = x0; x < x0 + BK_SIZE; x++) { - if (!cb(param, (int)x, (int)y, tex, dx, dy, 1.0f)) { - return false; - } - tex += dx; - } - texRow += dy; - } - } else { // Partially covered block - float CY1 = C1 + n1.x * x0 + n1.y * y0; - float CY2 = C2 + n2.x * x0 + n2.y * y0; - float CY3 = C3 + n3.x * x0 + n3.y * y0; - Vector3 texRow = t1 + dy * (y0 - v1.y) + dx * (x0 - v1.x); - for (float y = y0; y < y0 + BK_SIZE; y++) { // @@ This is not clipping to scissor rectangle correctly. - float CX1 = CY1; - float CX2 = CY2; - float CX3 = CY3; - Vector3 tex = texRow; - for (float x = x0; x < x0 + BK_SIZE; x++) { // @@ This is not clipping to scissor rectangle correctly. - if (CX1 >= PX_INSIDE && CX2 >= PX_INSIDE && CX3 >= PX_INSIDE) { - // pixel completely covered - Vector3 tex2 = t1 + dx * (x - v1.x) + dy * (y - v1.y); - if (!cb(param, (int)x, (int)y, tex2, dx, dy, 1.0f)) { - return false; - } - } else if ((CX1 >= PX_OUTSIDE) && (CX2 >= PX_OUTSIDE) && (CX3 >= PX_OUTSIDE)) { - // triangle partially covers pixel. do clipping. - ClippedTriangle ct(v1 - Vector2(x, y), v2 - Vector2(x, y), v3 - Vector2(x, y)); - ct.clipAABox(-0.5, -0.5, 0.5, 0.5); - Vector2 centroid = ct.centroid(); - float area = ct.area(); - if (area > 0.0f) { - Vector3 texCent = tex - dx * centroid.x - dy * centroid.y; - //XA_ASSERT(texCent.x >= -0.1f && texCent.x <= 1.1f); // @@ Centroid is not very exact... - //XA_ASSERT(texCent.y >= -0.1f && texCent.y <= 1.1f); - //XA_ASSERT(texCent.z >= -0.1f && texCent.z <= 1.1f); - //Vector3 texCent2 = t1 + dx * (x - v1.x) + dy * (y - v1.y); - if (!cb(param, (int)x, (int)y, texCent, dx, dy, area)) { - return false; - } - } - } - CX1 += n1.x; - CX2 += n2.x; - CX3 += n3.x; - tex += dx; - } - CY1 += n1.y; - CY2 += n2.y; - CY3 += n3.y; - texRow += dy; - } - } - } - } - return true; - } + static uint32_t currentThreadIndex() { return 0; } - void flipBackface() +private: + void destroyGroup(TaskGroupHandle handle) { - // check if triangle is backfacing, if so, swap two vertices - if ( ((v3.x - v1.x) * (v2.y - v1.y) - (v3.y - v1.y) * (v2.x - v1.x)) < 0 ) { - Vector2 hv = v1; - v1 = v2; - v2 = hv; // swap pos - Vector3 ht = t1; - t1 = t2; - t2 = ht; // swap tex + TaskGroup *group = m_groups[handle.value]; + if (group) { + group->~TaskGroup(); + XA_FREE(group); + m_groups[handle.value] = nullptr; } } - // compute unit inward normals for each edge. - void computeUnitInwardNormals() + struct TaskGroup { - n1 = v1 - v2; - n1 = Vector2(-n1.y, n1.x); - n1 = n1 * (1.0f / sqrtf(n1.x * n1.x + n1.y * n1.y)); - n2 = v2 - v3; - n2 = Vector2(-n2.y, n2.x); - n2 = n2 * (1.0f / sqrtf(n2.x * n2.x + n2.y * n2.y)); - n3 = v3 - v1; - n3 = Vector2(-n3.y, n3.x); - n3 = n3 * (1.0f / sqrtf(n3.x * n3.x + n3.y * n3.y)); - } - - // Vertices. - Vector2 v1, v2, v3; - Vector2 n1, n2, n3; // unit inward normals - Vector3 t1, t2, t3; - - // Deltas. - Vector3 dx, dy; + Array queue; + }; - float sign; - bool valid; + Array m_groups; }; +#endif + +#if XA_DEBUG_EXPORT_TGA +const uint8_t TGA_TYPE_RGB = 2; +const uint8_t TGA_ORIGIN_UPPER = 0x20; -enum Mode +#pragma pack(push, 1) +struct TgaHeader { - Mode_Nearest, - Mode_Antialiased + uint8_t id_length; + uint8_t colormap_type; + uint8_t image_type; + uint16_t colormap_index; + uint16_t colormap_length; + uint8_t colormap_size; + uint16_t x_origin; + uint16_t y_origin; + uint16_t width; + uint16_t height; + uint8_t pixel_size; + uint8_t flags; + enum { Size = 18 }; }; +#pragma pack(pop) -// Process the given triangle. Returns false if rasterization was interrupted by the callback. -static bool drawTriangle(Mode mode, const Vector2 &extents, bool enableScissors, const Vector2 v[3], SamplingCallback cb, void *param) +static void WriteTga(const char *filename, const uint8_t *data, uint32_t width, uint32_t height) { - Triangle tri(v[0], v[1], v[2], Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1)); - // @@ It would be nice to have a conservative drawing mode that enlarges the triangle extents by one texel and is able to handle degenerate triangles. - // @@ Maybe the simplest thing to do would be raster triangle edges. - if (tri.valid) { - if (mode == Mode_Antialiased) { - return tri.drawAA(extents, enableScissors, cb, param); - } - if (mode == Mode_Nearest) { - return tri.draw(extents, enableScissors, cb, param); - } - } - return true; + XA_DEBUG_ASSERT(sizeof(TgaHeader) == TgaHeader::Size); + FILE *f; + XA_FOPEN(f, filename, "wb"); + if (!f) + return; + TgaHeader tga; + tga.id_length = 0; + tga.colormap_type = 0; + tga.image_type = TGA_TYPE_RGB; + tga.colormap_index = 0; + tga.colormap_length = 0; + tga.colormap_size = 0; + tga.x_origin = 0; + tga.y_origin = 0; + tga.width = (uint16_t)width; + tga.height = (uint16_t)height; + tga.pixel_size = 24; + tga.flags = TGA_ORIGIN_UPPER; + fwrite(&tga, sizeof(TgaHeader), 1, f); + fwrite(data, sizeof(uint8_t), width * height * 3, f); + fclose(f); } +#endif -} // namespace raster - -// Full and sparse vector and matrix classes. BLAS subset. -// Pseudo-BLAS interface. -namespace sparse { - -/** -* Sparse matrix class. The matrix is assumed to be sparse and to have -* very few non-zero elements, for this reason it's stored in indexed -* format. To multiply column vectors efficiently, the matrix stores -* the elements in indexed-column order, there is a list of indexed -* elements for each row of the matrix. As with the FullVector the -* dimension of the matrix is constant. -**/ -class Matrix +template +class ThreadLocal { public: - // An element of the sparse array. - struct Coefficient + ThreadLocal() { - uint32_t x; // column - float v; // value - }; +#if XA_MULTITHREADED + const uint32_t n = std::thread::hardware_concurrency(); +#else + const uint32_t n = 1; +#endif + m_array = XA_ALLOC_ARRAY(MemTag::Default, T, n); + for (uint32_t i = 0; i < n; i++) + new (&m_array[i]) T; + } - Matrix(uint32_t d) : m_width(d) { m_array.resize(d); } - Matrix(uint32_t w, uint32_t h) : m_width(w) { m_array.resize(h); } - Matrix(const Matrix &m) : m_width(m.m_width) { m_array = m.m_array; } + ~ThreadLocal() + { +#if XA_MULTITHREADED + const uint32_t n = std::thread::hardware_concurrency(); +#else + const uint32_t n = 1; +#endif + for (uint32_t i = 0; i < n; i++) + m_array[i].~T(); + XA_FREE(m_array); + } - const Matrix &operator=(const Matrix &m) + T &get() const { - XA_ASSERT(width() == m.width()); - XA_ASSERT(height() == m.height()); - m_array = m.m_array; - return *this; + return m_array[TaskScheduler::currentThreadIndex()]; } - uint32_t width() const { return m_width; } - uint32_t height() const { return m_array.size(); } - bool isSquare() const { return width() == height(); } +private: + T *m_array; +}; - // x is column, y is row - float getCoefficient(uint32_t x, uint32_t y) const +class UniformGrid2 +{ +public: + void reset(const Vector2 *positions, const uint32_t *indices = nullptr, uint32_t reserveEdgeCount = 0) { - XA_DEBUG_ASSERT( x < width() ); - XA_DEBUG_ASSERT( y < height() ); - const uint32_t count = m_array[y].size(); - for (uint32_t i = 0; i < count; i++) { - if (m_array[y][i].x == x) return m_array[y][i].v; - } - return 0.0f; + m_edges.clear(); + if (reserveEdgeCount > 0) + m_edges.reserve(reserveEdgeCount); + m_positions = positions; + m_indices = indices; + m_cellDataOffsets.clear(); } - void setCoefficient(uint32_t x, uint32_t y, float f) + void append(uint32_t edge) { - XA_DEBUG_ASSERT( x < width() ); - XA_DEBUG_ASSERT( y < height() ); - const uint32_t count = m_array[y].size(); - for (uint32_t i = 0; i < count; i++) { - if (m_array[y][i].x == x) { - m_array[y][i].v = f; - return; - } - } - if (f != 0.0f) { - Coefficient c = { x, f }; - m_array[y].push_back( c ); - } + XA_DEBUG_ASSERT(m_cellDataOffsets.isEmpty()); + m_edges.push_back(edge); } - float dotRow(uint32_t y, const FullVector &v) const + bool intersect(Vector2 v1, Vector2 v2, float epsilon) { - XA_DEBUG_ASSERT( y < height() ); - const uint32_t count = m_array[y].size(); - float sum = 0; - for (uint32_t i = 0; i < count; i++) { - sum += m_array[y][i].v * v[m_array[y][i].x]; + const uint32_t edgeCount = m_edges.size(); + bool bruteForce = edgeCount <= 64; + if (!bruteForce && m_cellDataOffsets.isEmpty()) + bruteForce = !createGrid(); + if (bruteForce) { + for (uint32_t j = 0; j < edgeCount; j++) { + const uint32_t edge = m_edges[j]; + if (linesIntersect(v1, v2, edgePosition0(edge), edgePosition1(edge), epsilon)) + return true; + } + } else { + computePotentialEdges(v1, v2); + uint32_t prevEdge = UINT32_MAX; + for (uint32_t j = 0; j < m_potentialEdges.size(); j++) { + const uint32_t edge = m_potentialEdges[j]; + if (edge == prevEdge) + continue; + if (linesIntersect(v1, v2, edgePosition0(edge), edgePosition1(edge), epsilon)) + return true; + prevEdge = edge; + } } - return sum; + return false; } - void madRow(uint32_t y, float alpha, FullVector &v) const + bool intersectSelf(float epsilon) { - XA_DEBUG_ASSERT(y < height()); - const uint32_t count = m_array[y].size(); - for (uint32_t i = 0; i < count; i++) { - v[m_array[y][i].x] += alpha * m_array[y][i].v; + const uint32_t edgeCount = m_edges.size(); + bool bruteForce = edgeCount <= 64; + if (!bruteForce && m_cellDataOffsets.isEmpty()) + bruteForce = !createGrid(); + for (uint32_t i = 0; i < edgeCount; i++) { + const uint32_t edge1 = m_edges[i]; + if (bruteForce) { + for (uint32_t j = 0; j < edgeCount; j++) { + const uint32_t edge2 = m_edges[j]; + if (edgesIntersect(edge1, edge2, epsilon)) + return true; + } + } else { + computePotentialEdges(edgePosition0(edge1), edgePosition1(edge1)); + uint32_t prevEdge = UINT32_MAX; + for (uint32_t j = 0; j < m_potentialEdges.size(); j++) { + const uint32_t edge2 = m_potentialEdges[j]; + if (edge2 == prevEdge) + continue; + if (edgesIntersect(edge1, edge2, epsilon)) + return true; + prevEdge = edge2; + } + } } + return false; } - void clearRow(uint32_t y) - { - XA_DEBUG_ASSERT( y < height() ); - m_array[y].clear(); +#if XA_DEBUG_EXPORT_BOUNDARY_GRID + void debugExport(const char *filename) + { + Array image; + image.resize(m_gridWidth * m_gridHeight * 3); + for (uint32_t y = 0; y < m_gridHeight; y++) { + for (uint32_t x = 0; x < m_gridWidth; x++) { + uint8_t *bgr = &image[(x + y * m_gridWidth) * 3]; + bgr[0] = bgr[1] = bgr[2] = 32; + uint32_t offset = m_cellDataOffsets[x + y * m_gridWidth]; + while (offset != UINT32_MAX) { + const uint32_t edge2 = m_cellData[offset]; + srand(edge2); + for (uint32_t i = 0; i < 3; i++) + bgr[i] = uint8_t(bgr[i] * 0.5f + (rand() % 255) * 0.5f); + offset = m_cellData[offset + 1]; + } + } + } + WriteTga(filename, image.data(), m_gridWidth, m_gridHeight); } - - const Array &getRow(uint32_t y) const { return m_array[y]; } +#endif private: - /// Number of columns. - const uint32_t m_width; + bool createGrid() + { + // Compute edge extents. Min will be the grid origin. + const uint32_t edgeCount = m_edges.size(); + Extents2 edgeExtents; + edgeExtents.reset(); + for (uint32_t i = 0; i < edgeCount; i++) { + const uint32_t edge = m_edges[i]; + edgeExtents.add(edgePosition0(edge)); + edgeExtents.add(edgePosition1(edge)); + } + m_gridOrigin = edgeExtents.min; + // Size grid to approximately one edge per cell. + const Vector2 extentsSize(edgeExtents.max - edgeExtents.min); + m_cellSize = min(extentsSize.x, extentsSize.y) / sqrtf((float)edgeCount); + if (m_cellSize <= 0.0f) + return false; + m_gridWidth = uint32_t(ceilf(extentsSize.x / m_cellSize)); + m_gridHeight = uint32_t(ceilf(extentsSize.y / m_cellSize)); + if (m_gridWidth == 0 || m_gridHeight == 0) + return false; + // Insert edges into cells. + m_cellDataOffsets.resize(m_gridWidth * m_gridHeight); + for (uint32_t i = 0; i < m_cellDataOffsets.size(); i++) + m_cellDataOffsets[i] = UINT32_MAX; + m_cellData.clear(); + m_cellData.reserve(edgeCount * 2); + for (uint32_t i = 0; i < edgeCount; i++) { + const uint32_t edge = m_edges[i]; + traverse(edgePosition0(edge), edgePosition1(edge)); + XA_DEBUG_ASSERT(!m_traversedCellOffsets.isEmpty()); + for (uint32_t j = 0; j < m_traversedCellOffsets.size(); j++) { + const uint32_t cell = m_traversedCellOffsets[j]; + uint32_t offset = m_cellDataOffsets[cell]; + if (offset == UINT32_MAX) + m_cellDataOffsets[cell] = m_cellData.size(); + else { + for (;;) { + uint32_t &nextOffset = m_cellData[offset + 1]; + if (nextOffset == UINT32_MAX) { + nextOffset = m_cellData.size(); + break; + } + offset = nextOffset; + } + } + m_cellData.push_back(edge); + m_cellData.push_back(UINT32_MAX); + } + } + return true; + } - /// Array of matrix elements. - Array< Array > m_array; -}; + void computePotentialEdges(Vector2 p1, Vector2 p2) + { + m_potentialEdges.clear(); + traverse(p1, p2); + for (uint32_t j = 0; j < m_traversedCellOffsets.size(); j++) { + const uint32_t cell = m_traversedCellOffsets[j]; + uint32_t offset = m_cellDataOffsets[cell]; + while (offset != UINT32_MAX) { + const uint32_t edge2 = m_cellData[offset]; + m_potentialEdges.push_back(edge2); + offset = m_cellData[offset + 1]; + } + } + if (m_potentialEdges.isEmpty()) + return; + insertionSort(m_potentialEdges.data(), m_potentialEdges.size()); + } -// y = a * x + y -static void saxpy(float a, const FullVector &x, FullVector &y) -{ - XA_DEBUG_ASSERT(x.dimension() == y.dimension()); - const uint32_t dim = x.dimension(); - for (uint32_t i = 0; i < dim; i++) { - y[i] += a * x[i]; + // "A Fast Voxel Traversal Algorithm for Ray Tracing" + void traverse(Vector2 p1, Vector2 p2) + { + const Vector2 dir = p2 - p1; + const Vector2 normal = normalizeSafe(dir, Vector2(0.0f), kEpsilon); + const int stepX = dir.x >= 0 ? 1 : -1; + const int stepY = dir.y >= 0 ? 1 : -1; + const uint32_t firstCell[2] = { cellX(p1.x), cellY(p1.y) }; + const uint32_t lastCell[2] = { cellX(p2.x), cellY(p2.y) }; + float distToNextCellX; + if (stepX == 1) + distToNextCellX = (firstCell[0] + 1) * m_cellSize - (p1.x - m_gridOrigin.x); + else + distToNextCellX = (p1.x - m_gridOrigin.x) - firstCell[0] * m_cellSize; + float distToNextCellY; + if (stepY == 1) + distToNextCellY = (firstCell[1] + 1) * m_cellSize - (p1.y - m_gridOrigin.y); + else + distToNextCellY = (p1.y - m_gridOrigin.y) - firstCell[1] * m_cellSize; + float tMaxX, tMaxY, tDeltaX, tDeltaY; + if (normal.x > kEpsilon || normal.x < -kEpsilon) { + tMaxX = (distToNextCellX * stepX) / normal.x; + tDeltaX = (m_cellSize * stepX) / normal.x; + } + else + tMaxX = tDeltaX = FLT_MAX; + if (normal.y > kEpsilon || normal.y < -kEpsilon) { + tMaxY = (distToNextCellY * stepY) / normal.y; + tDeltaY = (m_cellSize * stepY) / normal.y; + } + else + tMaxY = tDeltaY = FLT_MAX; + m_traversedCellOffsets.clear(); + m_traversedCellOffsets.push_back(firstCell[0] + firstCell[1] * m_gridWidth); + uint32_t currentCell[2] = { firstCell[0], firstCell[1] }; + while (!(currentCell[0] == lastCell[0] && currentCell[1] == lastCell[1])) { + if (tMaxX < tMaxY) { + tMaxX += tDeltaX; + currentCell[0] += stepX; + } else { + tMaxY += tDeltaY; + currentCell[1] += stepY; + } + if (currentCell[0] >= m_gridWidth || currentCell[1] >= m_gridHeight) + break; + if (stepX == 0 && currentCell[0] < lastCell[0]) + break; + if (stepX == 1 && currentCell[0] > lastCell[0]) + break; + if (stepY == 0 && currentCell[1] < lastCell[1]) + break; + if (stepY == 1 && currentCell[1] > lastCell[1]) + break; + m_traversedCellOffsets.push_back(currentCell[0] + currentCell[1] * m_gridWidth); + } } -} -static void copy(const FullVector &x, FullVector &y) -{ - XA_DEBUG_ASSERT(x.dimension() == y.dimension()); - const uint32_t dim = x.dimension(); - for (uint32_t i = 0; i < dim; i++) { - y[i] = x[i]; + bool edgesIntersect(uint32_t edge1, uint32_t edge2, float epsilon) const + { + if (edge1 == edge2) + return false; + const uint32_t ai[2] = { vertexAt(meshEdgeIndex0(edge1)), vertexAt(meshEdgeIndex1(edge1)) }; + const uint32_t bi[2] = { vertexAt(meshEdgeIndex0(edge2)), vertexAt(meshEdgeIndex1(edge2)) }; + // Ignore connected edges, since they can't intersect (only overlap), and may be detected as false positives. + if (ai[0] == bi[0] || ai[0] == bi[1] || ai[1] == bi[0] || ai[1] == bi[1]) + return false; + return linesIntersect(m_positions[ai[0]], m_positions[ai[1]], m_positions[bi[0]], m_positions[bi[1]], epsilon); } -} -static void scal(float a, FullVector &x) -{ - const uint32_t dim = x.dimension(); - for (uint32_t i = 0; i < dim; i++) { - x[i] *= a; + uint32_t cellX(float x) const + { + return min((uint32_t)max(0.0f, (x - m_gridOrigin.x) / m_cellSize), m_gridWidth - 1u); } -} -static float dot(const FullVector &x, const FullVector &y) -{ - XA_DEBUG_ASSERT(x.dimension() == y.dimension()); - const uint32_t dim = x.dimension(); - float sum = 0; - for (uint32_t i = 0; i < dim; i++) { - sum += x[i] * y[i]; + uint32_t cellY(float y) const + { + return min((uint32_t)max(0.0f, (y - m_gridOrigin.y) / m_cellSize), m_gridHeight - 1u); } - return sum; -} -// y = M * x -static void mult(const Matrix &M, const FullVector &x, FullVector &y) + Vector2 edgePosition0(uint32_t edge) const + { + return m_positions[vertexAt(meshEdgeIndex0(edge))]; + } + + Vector2 edgePosition1(uint32_t edge) const + { + return m_positions[vertexAt(meshEdgeIndex1(edge))]; + } + + uint32_t vertexAt(uint32_t index) const + { + return m_indices ? m_indices[index] : index; + } + + Array m_edges; + const Vector2 *m_positions; + const uint32_t *m_indices; // Optional + float m_cellSize; + Vector2 m_gridOrigin; + uint32_t m_gridWidth, m_gridHeight; // in cells + Array m_cellDataOffsets; + Array m_cellData; + Array m_potentialEdges; + Array m_traversedCellOffsets; +}; + +struct UvMeshChart { - uint32_t w = M.width(); - uint32_t h = M.height(); - XA_DEBUG_ASSERT( w == x.dimension() ); - XA_UNUSED(w); - XA_DEBUG_ASSERT( h == y.dimension() ); - for (uint32_t i = 0; i < h; i++) - y[i] = M.dotRow(i, x); -} + Array faces; + Array indices; + uint32_t material; +}; -// y = alpha*A*x + beta*y -static void sgemv(float alpha, const Matrix &A, const FullVector &x, float beta, FullVector &y) +struct UvMesh { - const uint32_t w = A.width(); - const uint32_t h = A.height(); - XA_DEBUG_ASSERT( w == x.dimension() ); - XA_DEBUG_ASSERT( h == y.dimension() ); - XA_UNUSED(w); - XA_UNUSED(h); - for (uint32_t i = 0; i < h; i++) - y[i] = alpha * A.dotRow(i, x) + beta * y[i]; -} + UvMeshDecl decl; + Array indices; + Array charts; + Array vertexToChartMap; +}; -// dot y-row of A by x-column of B -static float dotRowColumn(int y, const Matrix &A, int x, const Matrix &B) +struct UvMeshInstance { - const Array &row = A.getRow(y); - const uint32_t count = row.size(); - float sum = 0.0f; - for (uint32_t i = 0; i < count; i++) { - const Matrix::Coefficient &c = row[i]; - sum += c.v * B.getCoefficient(x, c.x); - } - return sum; -} + UvMesh *mesh; + Array texcoords; + bool rotateCharts; +}; -static void transpose(const Matrix &A, Matrix &B) +namespace raster { +class ClippedTriangle { - XA_DEBUG_ASSERT(A.width() == B.height()); - XA_DEBUG_ASSERT(B.width() == A.height()); - const uint32_t w = A.width(); - for (uint32_t x = 0; x < w; x++) { - B.clearRow(x); +public: + ClippedTriangle(const Vector2 &a, const Vector2 &b, const Vector2 &c) + { + m_numVertices = 3; + m_activeVertexBuffer = 0; + m_verticesA[0] = a; + m_verticesA[1] = b; + m_verticesA[2] = c; + m_vertexBuffers[0] = m_verticesA; + m_vertexBuffers[1] = m_verticesB; } - const uint32_t h = A.height(); - for (uint32_t y = 0; y < h; y++) { - const Array &row = A.getRow(y); - const uint32_t count = row.size(); - for (uint32_t i = 0; i < count; i++) { - const Matrix::Coefficient &c = row[i]; - XA_DEBUG_ASSERT(c.x < w); - B.setCoefficient(y, c.x, c.v); + + void clipHorizontalPlane(float offset, float clipdirection) + { + Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; + m_activeVertexBuffer ^= 1; + Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer]; + v[m_numVertices] = v[0]; + float dy2, dy1 = offset - v[0].y; + int dy2in, dy1in = clipdirection * dy1 >= 0; + uint32_t p = 0; + for (uint32_t k = 0; k < m_numVertices; k++) { + dy2 = offset - v[k + 1].y; + dy2in = clipdirection * dy2 >= 0; + if (dy1in) v2[p++] = v[k]; + if ( dy1in + dy2in == 1 ) { // not both in/out + float dx = v[k + 1].x - v[k].x; + float dy = v[k + 1].y - v[k].y; + v2[p++] = Vector2(v[k].x + dy1 * (dx / dy), offset); + } + dy1 = dy2; + dy1in = dy2in; } + m_numVertices = p; } -} -static void sgemm(float alpha, const Matrix &A, const Matrix &B, float beta, Matrix &C) + void clipVerticalPlane(float offset, float clipdirection) + { + Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; + m_activeVertexBuffer ^= 1; + Vector2 *v2 = m_vertexBuffers[m_activeVertexBuffer]; + v[m_numVertices] = v[0]; + float dx2, dx1 = offset - v[0].x; + int dx2in, dx1in = clipdirection * dx1 >= 0; + uint32_t p = 0; + for (uint32_t k = 0; k < m_numVertices; k++) { + dx2 = offset - v[k + 1].x; + dx2in = clipdirection * dx2 >= 0; + if (dx1in) v2[p++] = v[k]; + if ( dx1in + dx2in == 1 ) { // not both in/out + float dx = v[k + 1].x - v[k].x; + float dy = v[k + 1].y - v[k].y; + v2[p++] = Vector2(offset, v[k].y + dx1 * (dy / dx)); + } + dx1 = dx2; + dx1in = dx2in; + } + m_numVertices = p; + } + + void computeArea() + { + Vector2 *v = m_vertexBuffers[m_activeVertexBuffer]; + v[m_numVertices] = v[0]; + m_area = 0; + float centroidx = 0, centroidy = 0; + for (uint32_t k = 0; k < m_numVertices; k++) { + // http://local.wasp.uwa.edu.au/~pbourke/geometry/polyarea/ + float f = v[k].x * v[k + 1].y - v[k + 1].x * v[k].y; + m_area += f; + centroidx += f * (v[k].x + v[k + 1].x); + centroidy += f * (v[k].y + v[k + 1].y); + } + m_area = 0.5f * fabsf(m_area); + } + + void clipAABox(float x0, float y0, float x1, float y1) + { + clipVerticalPlane(x0, -1); + clipHorizontalPlane(y0, -1); + clipVerticalPlane(x1, 1); + clipHorizontalPlane(y1, 1); + computeArea(); + } + + float area() const + { + return m_area; + } + +private: + Vector2 m_verticesA[7 + 1]; + Vector2 m_verticesB[7 + 1]; + Vector2 *m_vertexBuffers[2]; + uint32_t m_numVertices; + uint32_t m_activeVertexBuffer; + float m_area; +}; + +/// A callback to sample the environment. Return false to terminate rasterization. +typedef bool (*SamplingCallback)(void *param, int x, int y); + +/// A triangle for rasterization. +struct Triangle { - const uint32_t w = C.width(); - const uint32_t h = C.height(); -#ifdef _DEBUG - const uint32_t aw = A.width(); - const uint32_t ah = A.height(); - const uint32_t bw = B.width(); - const uint32_t bh = B.height(); - XA_DEBUG_ASSERT(aw == bh); - XA_DEBUG_ASSERT(bw == ah); - XA_DEBUG_ASSERT(w == bw); - XA_DEBUG_ASSERT(h == ah); -#endif - for (uint32_t y = 0; y < h; y++) { - for (uint32_t x = 0; x < w; x++) { - float c = beta * C.getCoefficient(x, y); - // dot y-row of A by x-column of B. - c += alpha * dotRowColumn(y, A, x, B); - C.setCoefficient(x, y, c); + Triangle(const Vector2 &v0, const Vector2 &v1, const Vector2 &v2) + { + // Init vertices. + this->v1 = v0; + this->v2 = v2; + this->v3 = v1; + // make sure every triangle is front facing. + flipBackface(); + // Compute deltas. + if (isValid()) + computeUnitInwardNormals(); + } + + bool isValid() + { + const Vector2 e0 = v3 - v1; + const Vector2 e1 = v2 - v1; + const float area = e0.y * e1.x - e1.y * e0.x; + return area != 0.0f; + } + + // extents has to be multiple of BK_SIZE!! + bool drawAA(const Vector2 &extents, SamplingCallback cb, void *param) + { + const float PX_INSIDE = 1.0f/sqrtf(2.0f); + const float PX_OUTSIDE = -1.0f/sqrtf(2.0f); + const float BK_SIZE = 8; + const float BK_INSIDE = sqrtf(BK_SIZE*BK_SIZE/2.0f); + const float BK_OUTSIDE = -sqrtf(BK_SIZE*BK_SIZE/2.0f); + // Bounding rectangle + float minx = floorf(max(min3(v1.x, v2.x, v3.x), 0.0f)); + float miny = floorf(max(min3(v1.y, v2.y, v3.y), 0.0f)); + float maxx = ceilf( min(max3(v1.x, v2.x, v3.x), extents.x - 1.0f)); + float maxy = ceilf( min(max3(v1.y, v2.y, v3.y), extents.y - 1.0f)); + // There's no reason to align the blocks to the viewport, instead we align them to the origin of the triangle bounds. + minx = floorf(minx); + miny = floorf(miny); + //minx = (float)(((int)minx) & (~((int)BK_SIZE - 1))); // align to blocksize (we don't need to worry about blocks partially out of viewport) + //miny = (float)(((int)miny) & (~((int)BK_SIZE - 1))); + minx += 0.5; + miny += 0.5; // sampling at texel centers! + maxx += 0.5; + maxy += 0.5; + // Half-edge constants + float C1 = n1.x * (-v1.x) + n1.y * (-v1.y); + float C2 = n2.x * (-v2.x) + n2.y * (-v2.y); + float C3 = n3.x * (-v3.x) + n3.y * (-v3.y); + // Loop through blocks + for (float y0 = miny; y0 <= maxy; y0 += BK_SIZE) { + for (float x0 = minx; x0 <= maxx; x0 += BK_SIZE) { + // Corners of block + float xc = (x0 + (BK_SIZE - 1) / 2.0f); + float yc = (y0 + (BK_SIZE - 1) / 2.0f); + // Evaluate half-space functions + float aC = C1 + n1.x * xc + n1.y * yc; + float bC = C2 + n2.x * xc + n2.y * yc; + float cC = C3 + n3.x * xc + n3.y * yc; + // Skip block when outside an edge + if ( (aC <= BK_OUTSIDE) || (bC <= BK_OUTSIDE) || (cC <= BK_OUTSIDE) ) continue; + // Accept whole block when totally covered + if ( (aC >= BK_INSIDE) && (bC >= BK_INSIDE) && (cC >= BK_INSIDE) ) { + for (float y = y0; y < y0 + BK_SIZE; y++) { + for (float x = x0; x < x0 + BK_SIZE; x++) { + if (!cb(param, (int)x, (int)y)) + return false; + } + } + } else { // Partially covered block + float CY1 = C1 + n1.x * x0 + n1.y * y0; + float CY2 = C2 + n2.x * x0 + n2.y * y0; + float CY3 = C3 + n3.x * x0 + n3.y * y0; + for (float y = y0; y < y0 + BK_SIZE; y++) { // @@ This is not clipping to scissor rectangle correctly. + float CX1 = CY1; + float CX2 = CY2; + float CX3 = CY3; + for (float x = x0; x < x0 + BK_SIZE; x++) { // @@ This is not clipping to scissor rectangle correctly. + if (CX1 >= PX_INSIDE && CX2 >= PX_INSIDE && CX3 >= PX_INSIDE) { + if (!cb(param, (int)x, (int)y)) + return false; + } else if ((CX1 >= PX_OUTSIDE) && (CX2 >= PX_OUTSIDE) && (CX3 >= PX_OUTSIDE)) { + // triangle partially covers pixel. do clipping. + ClippedTriangle ct(v1 - Vector2(x, y), v2 - Vector2(x, y), v3 - Vector2(x, y)); + ct.clipAABox(-0.5, -0.5, 0.5, 0.5); + if (ct.area() > 0.0f) { + if (!cb(param, (int)x, (int)y)) + return false; + } + } + CX1 += n1.x; + CX2 += n2.x; + CX3 += n3.x; + } + CY1 += n1.y; + CY2 += n2.y; + CY3 += n3.y; + } + } + } + } + return true; + } + +private: + void flipBackface() + { + // check if triangle is backfacing, if so, swap two vertices + if ( ((v3.x - v1.x) * (v2.y - v1.y) - (v3.y - v1.y) * (v2.x - v1.x)) < 0 ) { + Vector2 hv = v1; + v1 = v2; + v2 = hv; // swap pos + } + } + + // compute unit inward normals for each edge. + void computeUnitInwardNormals() + { + n1 = v1 - v2; + n1 = Vector2(-n1.y, n1.x); + n1 = n1 * (1.0f / sqrtf(dot(n1, n1))); + n2 = v2 - v3; + n2 = Vector2(-n2.y, n2.x); + n2 = n2 * (1.0f / sqrtf(dot(n2, n2))); + n3 = v3 - v1; + n3 = Vector2(-n3.y, n3.x); + n3 = n3 * (1.0f / sqrtf(dot(n3, n3))); + } + + // Vertices. + Vector2 v1, v2, v3; + Vector2 n1, n2, n3; // unit inward normals +}; + +// Process the given triangle. Returns false if rasterization was interrupted by the callback. +static bool drawTriangle(const Vector2 &extents, const Vector2 v[3], SamplingCallback cb, void *param) +{ + Triangle tri(v[0], v[1], v[2]); + // @@ It would be nice to have a conservative drawing mode that enlarges the triangle extents by one texel and is able to handle degenerate triangles. + // @@ Maybe the simplest thing to do would be raster triangle edges. + if (tri.isValid()) + return tri.drawAA(extents, cb, param); + return true; +} + +} // namespace raster + +// Full and sparse vector and matrix classes. BLAS subset. +// Pseudo-BLAS interface. +namespace sparse { + +/** +* Sparse matrix class. The matrix is assumed to be sparse and to have +* very few non-zero elements, for this reason it's stored in indexed +* format. To multiply column vectors efficiently, the matrix stores +* the elements in indexed-column order, there is a list of indexed +* elements for each row of the matrix. As with the FullVector the +* dimension of the matrix is constant. +**/ +class Matrix +{ +public: + // An element of the sparse array. + struct Coefficient + { + uint32_t x; // column + float v; // value + }; + + Matrix(uint32_t d) : m_width(d), m_array(MemTag::Matrix) + { + m_array.resize(d); + m_array.runCtors(); +#if XA_DEBUG_HEAP + for (uint32_t i = 0; i < d; i++) + m_array[i].setMemTag(MemTag::Matrix); +#endif + } + + Matrix(uint32_t w, uint32_t h) : m_width(w), m_array(MemTag::Matrix) + { + m_array.resize(h); + m_array.runCtors(); +#if XA_DEBUG_HEAP + for (uint32_t i = 0; i < h; i++) + m_array[i].setMemTag(MemTag::Matrix); +#endif + } + + ~Matrix() + { + m_array.runDtors(); + } + + Matrix(const Matrix &m) = delete; + Matrix &operator=(const Matrix &m) = delete; + uint32_t width() const { return m_width; } + uint32_t height() const { return m_array.size(); } + bool isSquare() const { return width() == height(); } + + // x is column, y is row + float getCoefficient(uint32_t x, uint32_t y) const + { + XA_DEBUG_ASSERT( x < width() ); + XA_DEBUG_ASSERT( y < height() ); + const uint32_t count = m_array[y].size(); + for (uint32_t i = 0; i < count; i++) { + if (m_array[y][i].x == x) return m_array[y][i].v; + } + return 0.0f; + } + + void setCoefficient(uint32_t x, uint32_t y, float f) + { + XA_DEBUG_ASSERT( x < width() ); + XA_DEBUG_ASSERT( y < height() ); + const uint32_t count = m_array[y].size(); + for (uint32_t i = 0; i < count; i++) { + if (m_array[y][i].x == x) { + m_array[y][i].v = f; + return; + } + } + if (f != 0.0f) { + Coefficient c = { x, f }; + m_array[y].push_back( c ); + } + } + + float dotRow(uint32_t y, const FullVector &v) const + { + XA_DEBUG_ASSERT( y < height() ); + const uint32_t count = m_array[y].size(); + float sum = 0; + for (uint32_t i = 0; i < count; i++) { + sum += m_array[y][i].v * v[m_array[y][i].x]; + } + return sum; + } + + void madRow(uint32_t y, float alpha, FullVector &v) const + { + XA_DEBUG_ASSERT(y < height()); + const uint32_t count = m_array[y].size(); + for (uint32_t i = 0; i < count; i++) { + v[m_array[y][i].x] += alpha * m_array[y][i].v; + } + } + + void clearRow(uint32_t y) + { + XA_DEBUG_ASSERT( y < height() ); + m_array[y].clear(); + } + + const Array &getRow(uint32_t y) const { return m_array[y]; } + +private: + /// Number of columns. + const uint32_t m_width; + + /// Array of matrix elements. + Array< Array > m_array; +}; + +// y = a * x + y +static void saxpy(float a, const FullVector &x, FullVector &y) +{ + XA_DEBUG_ASSERT(x.dimension() == y.dimension()); + const uint32_t dim = x.dimension(); + for (uint32_t i = 0; i < dim; i++) { + y[i] += a * x[i]; + } +} + +static void copy(const FullVector &x, FullVector &y) +{ + XA_DEBUG_ASSERT(x.dimension() == y.dimension()); + const uint32_t dim = x.dimension(); + for (uint32_t i = 0; i < dim; i++) { + y[i] = x[i]; + } +} + +static void scal(float a, FullVector &x) +{ + const uint32_t dim = x.dimension(); + for (uint32_t i = 0; i < dim; i++) { + x[i] *= a; + } +} + +static float dot(const FullVector &x, const FullVector &y) +{ + XA_DEBUG_ASSERT(x.dimension() == y.dimension()); + const uint32_t dim = x.dimension(); + float sum = 0; + for (uint32_t i = 0; i < dim; i++) { + sum += x[i] * y[i]; + } + return sum; +} + +// y = M * x +static void mult(const Matrix &M, const FullVector &x, FullVector &y) +{ + uint32_t w = M.width(); + uint32_t h = M.height(); + XA_DEBUG_ASSERT( w == x.dimension() ); + XA_UNUSED(w); + XA_DEBUG_ASSERT( h == y.dimension() ); + for (uint32_t i = 0; i < h; i++) + y[i] = M.dotRow(i, x); +} + +// y = alpha*A*x + beta*y +static void sgemv(float alpha, const Matrix &A, const FullVector &x, float beta, FullVector &y) +{ + const uint32_t w = A.width(); + const uint32_t h = A.height(); + XA_DEBUG_ASSERT( w == x.dimension() ); + XA_DEBUG_ASSERT( h == y.dimension() ); + XA_UNUSED(w); + XA_UNUSED(h); + for (uint32_t i = 0; i < h; i++) + y[i] = alpha * A.dotRow(i, x) + beta * y[i]; +} + +// dot y-row of A by x-column of B +static float dotRowColumn(int y, const Matrix &A, int x, const Matrix &B) +{ + const Array &row = A.getRow(y); + const uint32_t count = row.size(); + float sum = 0.0f; + for (uint32_t i = 0; i < count; i++) { + const Matrix::Coefficient &c = row[i]; + sum += c.v * B.getCoefficient(x, c.x); + } + return sum; +} + +static void transpose(const Matrix &A, Matrix &B) +{ + XA_DEBUG_ASSERT(A.width() == B.height()); + XA_DEBUG_ASSERT(B.width() == A.height()); + const uint32_t w = A.width(); + for (uint32_t x = 0; x < w; x++) { + B.clearRow(x); + } + const uint32_t h = A.height(); + for (uint32_t y = 0; y < h; y++) { + const Array &row = A.getRow(y); + const uint32_t count = row.size(); + for (uint32_t i = 0; i < count; i++) { + const Matrix::Coefficient &c = row[i]; + XA_DEBUG_ASSERT(c.x < w); + B.setCoefficient(y, c.x, c.v); + } + } +} + +static void sgemm(float alpha, const Matrix &A, const Matrix &B, float beta, Matrix &C) +{ + const uint32_t w = C.width(); + const uint32_t h = C.height(); +#if XA_DEBUG + const uint32_t aw = A.width(); + const uint32_t ah = A.height(); + const uint32_t bw = B.width(); + const uint32_t bh = B.height(); + XA_DEBUG_ASSERT(aw == bh); + XA_DEBUG_ASSERT(bw == ah); + XA_DEBUG_ASSERT(w == bw); + XA_DEBUG_ASSERT(h == ah); +#endif + for (uint32_t y = 0; y < h; y++) { + for (uint32_t x = 0; x < w; x++) { + float c = beta * C.getCoefficient(x, y); + // dot y-row of A by x-column of B. + c += alpha * dotRowColumn(y, A, x, B); + C.setCoefficient(x, y, c); + } + } +} + +// C = A * B +static void mult(const Matrix &A, const Matrix &B, Matrix &C) +{ + sgemm(1.0f, A, B, 0.0f, C); +} + +} // namespace sparse + +namespace segment { + +// - Insertion is o(n) +// - Smallest element goes at the end, so that popping it is o(1). +struct CostQueue +{ + CostQueue(uint32_t size = UINT32_MAX) : m_maxSize(size), m_pairs(MemTag::SegmentAtlasChartCandidates) {} + + float peekCost() const + { + return m_pairs.back().cost; + } + + uint32_t peekFace() const + { + return m_pairs.back().face; + } + + void push(float cost, uint32_t face) + { + const Pair p = { cost, face }; + if (m_pairs.isEmpty() || cost < peekCost()) + m_pairs.push_back(p); + else { + uint32_t i = 0; + const uint32_t count = m_pairs.size(); + for (; i < count; i++) { + if (m_pairs[i].cost < cost) + break; + } + m_pairs.insertAt(i, p); + if (m_pairs.size() > m_maxSize) + m_pairs.removeAt(0); + } + } + + uint32_t pop() + { + XA_DEBUG_ASSERT(!m_pairs.isEmpty()); + uint32_t f = m_pairs.back().face; + m_pairs.pop_back(); + return f; + } + + XA_INLINE void clear() + { + m_pairs.clear(); + } + + XA_INLINE uint32_t count() const + { + return m_pairs.size(); + } + +private: + const uint32_t m_maxSize; + + struct Pair + { + float cost; + uint32_t face; + }; + + Array m_pairs; +}; + +struct Chart +{ + Chart() : faces(MemTag::SegmentAtlasChartFaces) {} + + int id = -1; + Basis basis; // Best fit normal. + float area = 0.0f; + float boundaryLength = 0.0f; + Vector3 centroidSum = Vector3(0.0f); // Sum of chart face centroids. + Vector3 centroid = Vector3(0.0f); // Average centroid of chart faces. + Array seeds; + Array faces; + Array failedPlanarRegions; + CostQueue candidates; +}; + +struct Atlas +{ + Atlas() : m_edgeLengths(MemTag::SegmentAtlasMeshData), m_faceAreas(MemTag::SegmentAtlasMeshData), m_faceNormals(MemTag::SegmentAtlasMeshData), m_texcoords(MemTag::SegmentAtlasMeshData), m_bestTriangles(10), m_nextPlanarRegionFace(MemTag::SegmentAtlasPlanarRegions), m_facePlanarRegionId(MemTag::SegmentAtlasPlanarRegions) {} + + ~Atlas() + { + const uint32_t chartCount = m_charts.size(); + for (uint32_t i = 0; i < chartCount; i++) { + m_charts[i]->~Chart(); + XA_FREE(m_charts[i]); + } + } + + uint32_t facesLeft() const { return m_facesLeft; } + uint32_t chartCount() const { return m_charts.size(); } + const Array &chartFaces(uint32_t i) const { return m_charts[i]->faces; } + const Basis &chartBasis(uint32_t chartIndex) const { return m_charts[chartIndex]->basis; } + + void reset(uint32_t meshId, uint32_t chartGroupId, const Mesh *mesh, const ChartOptions &options) + { + XA_UNUSED(meshId); + XA_UNUSED(chartGroupId); + XA_PROFILE_START(buildAtlasInit) + m_mesh = mesh; + const uint32_t faceCount = m_mesh->faceCount(); + m_facesLeft = faceCount; + m_options = options; + m_rand.reset(); + const uint32_t chartCount = m_charts.size(); + for (uint32_t i = 0; i < chartCount; i++) { + m_charts[i]->~Chart(); + XA_FREE(m_charts[i]); + } + m_charts.clear(); + m_faceCharts.resize(faceCount); + m_faceCharts.setAll(-1); + m_texcoords.resize(faceCount * 3); + // Precompute edge lengths and face areas. + const uint32_t edgeCount = m_mesh->edgeCount(); + m_edgeLengths.resize(edgeCount); + m_faceAreas.resize(faceCount); + m_faceNormals.resize(faceCount); + for (uint32_t f = 0; f < faceCount; f++) { + for (uint32_t i = 0; i < 3; i++) { + const uint32_t edge = f * 3 + i; + const Vector3 &p0 = mesh->position(m_mesh->vertexAt(meshEdgeIndex0(edge))); + const Vector3 &p1 = mesh->position(m_mesh->vertexAt(meshEdgeIndex1(edge))); + m_edgeLengths[edge] = length(p1 - p0); + XA_DEBUG_ASSERT(m_edgeLengths[edge] > 0.0f); + } + m_faceAreas[f] = m_mesh->computeFaceArea(f); + XA_DEBUG_ASSERT(m_faceAreas[f] > 0.0f); + m_faceNormals[f] = m_mesh->computeFaceNormal(f); + } + // Precompute regions of coplanar incident faces. + m_nextPlanarRegionFace.resize(faceCount); + m_facePlanarRegionId.resize(faceCount); + for (uint32_t f = 0; f < faceCount; f++) { + m_nextPlanarRegionFace[f] = f; + m_facePlanarRegionId[f] = UINT32_MAX; + } + Array faceStack; + faceStack.reserve(min(faceCount, 16u)); + uint32_t planarRegionCount = 0; + for (uint32_t f = 0; f < faceCount; f++) { + if (m_nextPlanarRegionFace[f] != f) + continue; // Already assigned. + faceStack.clear(); + faceStack.push_back(f); + for (;;) { + if (faceStack.isEmpty()) + break; + const uint32_t face = faceStack.back(); + m_facePlanarRegionId[face] = planarRegionCount; + faceStack.pop_back(); + for (Mesh::FaceEdgeIterator it(m_mesh, face); !it.isDone(); it.advance()) { + const uint32_t oface = it.oppositeFace(); + if (it.isBoundary()) + continue; + if (m_nextPlanarRegionFace[oface] != oface) + continue; // Already assigned. + if (!equal(dot(m_faceNormals[face], m_faceNormals[oface]), 1.0f, kEpsilon)) + continue; // Not coplanar. + const uint32_t next = m_nextPlanarRegionFace[face]; + m_nextPlanarRegionFace[face] = oface; + m_nextPlanarRegionFace[oface] = next; + m_facePlanarRegionId[oface] = planarRegionCount; + faceStack.push_back(oface); + } + } + planarRegionCount++; + } +#if XA_DEBUG_EXPORT_OBJ_PLANAR_REGIONS + char filename[256]; + XA_SPRINTF(filename, sizeof(filename), "debug_mesh_%03u_chartgroup_%03u_planar_regions.obj", meshId, chartGroupId); + FILE *file; + XA_FOPEN(file, filename, "w"); + if (file) { + m_mesh->writeObjVertices(file); + fprintf(file, "s off\n"); + for (uint32_t i = 0; i < planarRegionCount; i++) { + fprintf(file, "o region%u\n", i); + for (uint32_t j = 0; j < faceCount; j++) { + if (m_facePlanarRegionId[j] == i) + m_mesh->writeObjFace(file, j); + } + } + fclose(file); + } +#endif + XA_PROFILE_END(buildAtlasInit) + } + + void placeSeeds(float threshold) + { + XA_PROFILE_START(buildAtlasPlaceSeeds) + // Instead of using a predefiened number of seeds: + // - Add seeds one by one, growing chart until a certain treshold. + // - Undo charts and restart growing process. + // @@ How can we give preference to faces far from sharp features as in the LSCM paper? + // - those points can be found using a simple flood filling algorithm. + // - how do we weight the probabilities? + while (m_facesLeft > 0) + createRandomChart(threshold); + XA_PROFILE_END(buildAtlasPlaceSeeds) + } + + // Returns true if any of the charts can grow more. + void growCharts(float threshold) + { + XA_PROFILE_START(buildAtlasGrowCharts) + for (;;) { + if (m_facesLeft == 0) + break; + // Get the single best candidate out of the chart best candidates. + uint32_t bestFace = UINT32_MAX, bestChart = UINT32_MAX; + float lowestCost = FLT_MAX; + for (uint32_t i = 0; i < m_charts.size(); i++) { + Chart *chart = m_charts[i]; + // Get the best candidate from the chart. + // Cleanup any best candidates that have been claimed by another chart. + uint32_t face = UINT32_MAX; + float cost = FLT_MAX; + for (;;) { + if (chart->candidates.count() == 0) + break; + cost = chart->candidates.peekCost(); + face = chart->candidates.peekFace(); + if (m_faceCharts[face] == -1) + break; + else { + // Face belongs to another chart. Pop from queue so the next best candidate can be retrieved. + chart->candidates.pop(); + face = UINT32_MAX; + } + } + if (face == UINT32_MAX) + continue; // No candidates for this chart. + // See if best candidate overall. + if (cost < lowestCost) { + lowestCost = cost; + bestFace = face; + bestChart = i; + } + } + if (bestFace == UINT32_MAX || lowestCost > threshold) + break; + Chart *chart = m_charts[bestChart]; + chart->candidates.pop(); // Pop the selected candidate from the queue. + if (!addFaceToChart(chart, bestFace)) + chart->failedPlanarRegions.push_back(m_facePlanarRegionId[bestFace]); + } + XA_PROFILE_END(buildAtlasGrowCharts) + } + + void resetCharts() + { + XA_PROFILE_START(buildAtlasResetCharts) + const uint32_t faceCount = m_mesh->faceCount(); + for (uint32_t i = 0; i < faceCount; i++) + m_faceCharts[i] = -1; + m_facesLeft = faceCount; + const uint32_t chartCount = m_charts.size(); + for (uint32_t i = 0; i < chartCount; i++) { + Chart *chart = m_charts[i]; + const uint32_t seed = chart->seeds.back(); + chart->area = 0.0f; + chart->boundaryLength = 0.0f; + chart->basis.normal = Vector3(0.0f); + chart->basis.tangent = Vector3(0.0f); + chart->basis.bitangent = Vector3(0.0f); + chart->centroidSum = Vector3(0.0f); + chart->centroid = Vector3(0.0f); + chart->faces.clear(); + chart->candidates.clear(); + chart->failedPlanarRegions.clear(); + addFaceToChart(chart, seed); + } + XA_PROFILE_END(buildAtlasResetCharts) + } + + bool relocateSeeds() + { + XA_PROFILE_START(buildAtlasRelocateSeeds) + bool anySeedChanged = false; + const uint32_t chartCount = m_charts.size(); + for (uint32_t i = 0; i < chartCount; i++) { + if (relocateSeed(m_charts[i])) { + anySeedChanged = true; + } + } + XA_PROFILE_END(buildAtlasRelocateSeeds) + return anySeedChanged; + } + + void fillHoles(float threshold) + { + XA_PROFILE_START(buildAtlasFillHoles) + while (m_facesLeft > 0) + createRandomChart(threshold); + XA_PROFILE_END(buildAtlasFillHoles) + } + +#if XA_MERGE_CHARTS + void mergeCharts() + { + XA_PROFILE_START(buildAtlasMergeCharts) + const uint32_t chartCount = m_charts.size(); + // Merge charts progressively until there's none left to merge. + for (;;) { + bool merged = false; + for (int c = chartCount - 1; c >= 0; c--) { + Chart *chart = m_charts[c]; + if (chart == nullptr) + continue; + float externalBoundaryLength = 0.0f; + m_sharedBoundaryLengths.resize(chartCount); + m_sharedBoundaryLengths.zeroOutMemory(); + m_sharedBoundaryLengthsNoSeams.resize(chartCount); + m_sharedBoundaryLengthsNoSeams.zeroOutMemory(); + m_sharedBoundaryEdgeCountNoSeams.resize(chartCount); + m_sharedBoundaryEdgeCountNoSeams.zeroOutMemory(); + const uint32_t faceCount = chart->faces.size(); + for (uint32_t i = 0; i < faceCount; i++) { + const uint32_t f = chart->faces[i]; + for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { + const float l = m_edgeLengths[it.edge()]; + if (it.isBoundary()) { + externalBoundaryLength += l; + } else { + const int neighborChart = m_faceCharts[it.oppositeFace()]; + if (m_charts[neighborChart] != chart) { + if ((it.isSeam() && (isNormalSeam(it.edge()) || it.isTextureSeam()))) { + externalBoundaryLength += l; + } else { + m_sharedBoundaryLengths[neighborChart] += l; + } + m_sharedBoundaryLengthsNoSeams[neighborChart] += l; + m_sharedBoundaryEdgeCountNoSeams[neighborChart]++; + } + } + } + } + for (int cc = chartCount - 1; cc >= 0; cc--) { + if (cc == c) + continue; + Chart *chart2 = m_charts[cc]; + if (chart2 == nullptr) + continue; + // Must share a boundary. + if (m_sharedBoundaryLengths[cc] <= 0.0f) + continue; + // Compare proxies. + if (dot(chart2->basis.normal, chart->basis.normal) < XA_MERGE_CHARTS_MIN_NORMAL_DEVIATION) + continue; + // Obey max chart area and boundary length. + if (m_options.maxChartArea > 0.0f && chart->area + chart2->area > m_options.maxChartArea) + continue; + if (m_options.maxBoundaryLength > 0.0f && chart->boundaryLength + chart2->boundaryLength - m_sharedBoundaryLengthsNoSeams[cc] > m_options.maxBoundaryLength) + continue; + // Merge if chart2 has a single face. + // chart1 must have more than 1 face. + // chart2 area must be <= 10% of chart1 area. + if (m_sharedBoundaryLengthsNoSeams[cc] > 0.0f && chart->faces.size() > 1 && chart2->faces.size() == 1 && chart2->area <= chart->area * 0.1f) + goto merge; + // Merge if chart2 has two faces (probably a quad), and chart1 bounds at least 2 of its edges. + if (chart2->faces.size() == 2 && m_sharedBoundaryEdgeCountNoSeams[cc] >= 2) + goto merge; + // Merge if chart2 is wholely inside chart1, ignoring seams. + if (m_sharedBoundaryLengthsNoSeams[cc] > 0.0f && equal(m_sharedBoundaryLengthsNoSeams[cc], chart2->boundaryLength, kEpsilon)) + goto merge; + if (m_sharedBoundaryLengths[cc] > 0.2f * max(0.0f, chart->boundaryLength - externalBoundaryLength) || + m_sharedBoundaryLengths[cc] > 0.75f * chart2->boundaryLength) + goto merge; + continue; + merge: + if (!mergeChart(chart, chart2, m_sharedBoundaryLengthsNoSeams[cc])) + continue; + merged = true; + break; + } + if (merged) + break; + } + if (!merged) + break; + } + // Remove deleted charts. + for (int c = 0; c < int32_t(m_charts.size()); /*do not increment if removed*/) { + if (m_charts[c] == nullptr) { + m_charts.removeAt(c); + // Update m_faceCharts. + const uint32_t faceCount = m_faceCharts.size(); + for (uint32_t i = 0; i < faceCount; i++) { + XA_DEBUG_ASSERT(m_faceCharts[i] != c); + XA_DEBUG_ASSERT(m_faceCharts[i] <= int32_t(m_charts.size())); + if (m_faceCharts[i] > c) { + m_faceCharts[i]--; + } + } + } else { + m_charts[c]->id = c; + c++; + } + } + XA_PROFILE_END(buildAtlasMergeCharts) + } +#endif + +private: + void createRandomChart(float threshold) + { + Chart *chart = XA_NEW(MemTag::Default, Chart); + chart->id = (int)m_charts.size(); + m_charts.push_back(chart); + // Pick random face that is not used by any chart yet. + uint32_t face = m_rand.getRange(m_mesh->faceCount() - 1); + while (m_faceCharts[face] != -1) { + if (++face >= m_mesh->faceCount()) + face = 0; + } + chart->seeds.push_back(face); + addFaceToChart(chart, face); + // Grow the chart as much as possible within the given threshold. + for (;;) { + if (chart->candidates.count() == 0 || chart->candidates.peekCost() > threshold) + break; + const uint32_t f = chart->candidates.pop(); + if (m_faceCharts[f] != -1) + continue; + if (!addFaceToChart(chart, f)) { + chart->failedPlanarRegions.push_back(m_facePlanarRegionId[f]); + continue; + } + } + } + + bool isChartBoundaryEdge(const Chart *chart, uint32_t edge) const + { + const uint32_t oppositeEdge = m_mesh->oppositeEdge(edge); + const uint32_t oppositeFace = meshEdgeFace(oppositeEdge); + return oppositeEdge == UINT32_MAX || m_faceCharts[oppositeFace] != chart->id; + } + + bool computeChartBasis(Chart *chart, Basis *basis) + { + const uint32_t faceCount = chart->faces.size(); + m_tempPoints.resize(chart->faces.size() * 3); + for (uint32_t i = 0; i < faceCount; i++) { + const uint32_t f = chart->faces[i]; + for (uint32_t j = 0; j < 3; j++) + m_tempPoints[i * 3 + j] = m_mesh->position(m_mesh->vertexAt(f * 3 + j)); + } + return Fit::computeBasis(m_tempPoints.data(), m_tempPoints.size(), basis); + } + + bool isFaceFlipped(uint32_t face) const + { + const Vector2 &v1 = m_texcoords[face * 3 + 0]; + const Vector2 &v2 = m_texcoords[face * 3 + 1]; + const Vector2 &v3 = m_texcoords[face * 3 + 2]; + const float parametricArea = ((v2.x - v1.x) * (v3.y - v1.y) - (v3.x - v1.x) * (v2.y - v1.y)) * 0.5f; + return parametricArea < 0.0f; + } + + void parameterizeChart(const Chart *chart) + { + const uint32_t faceCount = chart->faces.size(); + for (uint32_t i = 0; i < faceCount; i++) { + const uint32_t face = chart->faces[i]; + for (uint32_t j = 0; j < 3; j++) { + const uint32_t offset = face * 3 + j; + const Vector3 &pos = m_mesh->position(m_mesh->vertexAt(offset)); + m_texcoords[offset] = Vector2(dot(chart->basis.tangent, pos), dot(chart->basis.bitangent, pos)); + } + } + } + + // m_faceCharts for the chart faces must be set to the chart ID. Needed to compute boundary edges. + bool isChartParameterizationValid(const Chart *chart) + { + const uint32_t faceCount = chart->faces.size(); + // Check for flipped faces in the parameterization. OK if all are flipped. + uint32_t flippedFaceCount = 0; + for (uint32_t i = 0; i < faceCount; i++) { + if (isFaceFlipped(chart->faces[i])) + flippedFaceCount++; + } + if (flippedFaceCount != 0 && flippedFaceCount != faceCount) + return false; + // Check for boundary intersection in the parameterization. + m_boundaryGrid.reset(m_texcoords.data()); + for (uint32_t i = 0; i < faceCount; i++) { + const uint32_t f = chart->faces[i]; + for (uint32_t j = 0; j < 3; j++) { + const uint32_t edge = f * 3 + j; + if (isChartBoundaryEdge(chart, edge)) + m_boundaryGrid.append(edge); + } + } + if (m_boundaryGrid.intersectSelf(m_mesh->epsilon())) + return false; + return true; + } + + bool addFaceToChart(Chart *chart, uint32_t face) + { + XA_DEBUG_ASSERT(m_faceCharts[face] == -1); + const uint32_t oldFaceCount = chart->faces.size(); + const bool firstFace = oldFaceCount == 0; + // Append the face and any coplanar connected faces to the chart faces array. + chart->faces.push_back(face); + uint32_t coplanarFace = m_nextPlanarRegionFace[face]; + while (coplanarFace != face) { + XA_DEBUG_ASSERT(m_faceCharts[coplanarFace] == -1); + chart->faces.push_back(coplanarFace); + coplanarFace = m_nextPlanarRegionFace[coplanarFace]; + } + const uint32_t faceCount = chart->faces.size(); + // Compute basis. + Basis basis; + if (firstFace) { + // Use the first face normal. + // Use any edge as the tangent vector. + basis.normal = m_faceNormals[face]; + basis.tangent = normalize(m_mesh->position(m_mesh->vertexAt(face * 3 + 0)) - m_mesh->position(m_mesh->vertexAt(face * 3 + 1)), kEpsilon); + basis.bitangent = cross(basis.normal, basis.tangent); + } else { + // Use best fit normal. + if (!computeChartBasis(chart, &basis)) { + chart->faces.resize(oldFaceCount); + return false; + } + if (dot(basis.normal, m_faceNormals[face]) < 0.0f) // Flip normal if oriented in the wrong direction. + basis.normal = -basis.normal; + } + if (!firstFace) { + // Compute orthogonal parameterization and check that it is valid. + parameterizeChart(chart); + for (uint32_t i = oldFaceCount; i < faceCount; i++) + m_faceCharts[chart->faces[i]] = chart->id; + if (!isChartParameterizationValid(chart)) { + for (uint32_t i = oldFaceCount; i < faceCount; i++) + m_faceCharts[chart->faces[i]] = -1; + chart->faces.resize(oldFaceCount); + return false; + } + } + // Add face(s) to chart. + chart->basis = basis; + chart->area = computeArea(chart, face); + chart->boundaryLength = computeBoundaryLength(chart, face); + for (uint32_t i = oldFaceCount; i < faceCount; i++) { + const uint32_t f = chart->faces[i]; + m_faceCharts[f] = chart->id; + m_facesLeft--; + chart->centroidSum += m_mesh->computeFaceCenter(f); + } + chart->centroid = chart->centroidSum / float(chart->faces.size()); + // Refresh candidates. + chart->candidates.clear(); + for (uint32_t i = 0; i < faceCount; i++) { + // Traverse neighboring faces, add the ones that do not belong to any chart yet. + const uint32_t f = chart->faces[i]; + for (uint32_t j = 0; j < 3; j++) { + const uint32_t edge = f * 3 + j; + const uint32_t oedge = m_mesh->oppositeEdge(edge); + if (oedge == UINT32_MAX) + continue; // Boundary edge. + const uint32_t oface = meshEdgeFace(oedge); + if (m_faceCharts[oface] != -1) + continue; // Face belongs to another chart. + if (chart->failedPlanarRegions.contains(m_facePlanarRegionId[oface])) + continue; // Failed to add this faces planar region to the chart before. + const float cost = evaluateCost(chart, oface); + if (cost < FLT_MAX) + chart->candidates.push(cost, oface); + } + } + return true; + } + + // Returns true if the seed has changed. + bool relocateSeed(Chart *chart) + { + // Find the first N triangles that fit the proxy best. + const uint32_t faceCount = chart->faces.size(); + m_bestTriangles.clear(); + for (uint32_t i = 0; i < faceCount; i++) { + const float cost = evaluateProxyFitMetric(chart, chart->faces[i]); + m_bestTriangles.push(cost, chart->faces[i]); + } + // Of those, choose the least central triangle. + uint32_t leastCentral = 0; + float maxDistance = -1; + for (;;) { + if (m_bestTriangles.count() == 0) + break; + const uint32_t face = m_bestTriangles.pop(); + Vector3 faceCentroid = m_mesh->computeFaceCenter(face); + const float distance = length(chart->centroid - faceCentroid); + if (distance > maxDistance) { + maxDistance = distance; + leastCentral = face; + } + } + XA_DEBUG_ASSERT(maxDistance >= 0); + // In order to prevent k-means cyles we record all the previously chosen seeds. + for (uint32_t i = 0; i < chart->seeds.size(); i++) { + // Treat seeds belong to the same planar region as equal. + if (chart->seeds[i] == leastCentral || m_facePlanarRegionId[chart->seeds[i]] == m_facePlanarRegionId[leastCentral]) { + // Move new seed to the end of the seed array. + uint32_t last = chart->seeds.size() - 1; + swap(chart->seeds[i], chart->seeds[last]); + return false; + } + } + // Append new seed. + chart->seeds.push_back(leastCentral); + return true; + } + + // Evaluate combined metric. + float evaluateCost(Chart *chart, uint32_t face) const + { + if (dot(m_faceNormals[face], chart->basis.normal) <= 0.26f) // ~75 degrees + return FLT_MAX; + // Estimate boundary length and area: + float newChartArea = 0.0f, newBoundaryLength = 0.0f; + if (m_options.maxChartArea > 0.0f || m_options.roundnessMetricWeight > 0.0f) + newChartArea = computeArea(chart, face); + if (m_options.maxBoundaryLength > 0.0f || m_options.roundnessMetricWeight > 0.0f) + newBoundaryLength = computeBoundaryLength(chart, face); + // Enforce limits strictly: + if (m_options.maxChartArea > 0.0f && newChartArea > m_options.maxChartArea) + return FLT_MAX; + if (m_options.maxBoundaryLength > 0.0f && newBoundaryLength > m_options.maxBoundaryLength) + return FLT_MAX; + float cost = 0.0f; + if (m_options.normalSeamMetricWeight > 0.0f) { + // Penalize faces that cross seams, reward faces that close seams or reach boundaries. + // Make sure normal seams are fully respected: + const float N = evaluateNormalSeamMetric(chart, face); + if (m_options.normalSeamMetricWeight >= 1000.0f && N > 0.0f) + return FLT_MAX; + cost += m_options.normalSeamMetricWeight * N; + } + if (m_options.proxyFitMetricWeight > 0.0f) + cost += m_options.proxyFitMetricWeight * evaluateProxyFitMetric(chart, face); + if (m_options.roundnessMetricWeight > 0.0f) + cost += m_options.roundnessMetricWeight * evaluateRoundnessMetric(chart, newBoundaryLength, newChartArea); + if (m_options.straightnessMetricWeight > 0.0f) + cost += m_options.straightnessMetricWeight * evaluateStraightnessMetric(chart, face); + if (m_options.textureSeamMetricWeight > 0.0f) + cost += m_options.textureSeamMetricWeight * evaluateTextureSeamMetric(chart, face); + //float R = evaluateCompletenessMetric(chart, face); + //float D = evaluateDihedralAngleMetric(chart, face); + // @@ Add a metric based on local dihedral angle. + // @@ Tweaking the normal and texture seam metrics. + // - Cause more impedance. Never cross 90 degree edges. + XA_DEBUG_ASSERT(isFinite(cost)); + return cost; + } + + // Returns a value in [0-1]. + float evaluateProxyFitMetric(Chart *chart, uint32_t face) const + { + // All faces in coplanar regions have the same normal, can use any face. + const Vector3 faceNormal = m_faceNormals[face]; + // Use plane fitting metric for now: + return 1 - dot(faceNormal, chart->basis.normal); // @@ normal deviations should be weighted by face area + } + + float evaluateRoundnessMetric(Chart *chart, float newBoundaryLength, float newChartArea) const + { + const float roundness = square(chart->boundaryLength) / chart->area; + const float newBoundaryLengthSq = square(newBoundaryLength); + const float newRoundness = newBoundaryLengthSq / newChartArea; + if (newRoundness > roundness) + return newBoundaryLengthSq / (newChartArea * kPi4); + // Offer no impedance to faces that improve roundness. + return 0; + } + + float evaluateStraightnessMetric(Chart *chart, uint32_t firstFace) const + { + float l_out = 0.0f, l_in = 0.0f; + const uint32_t planarRegionId = m_facePlanarRegionId[firstFace]; + uint32_t face = firstFace; + for (;;) { + for (Mesh::FaceEdgeIterator it(m_mesh, face); !it.isDone(); it.advance()) { + const float l = m_edgeLengths[it.edge()]; + if (it.isBoundary()) { + l_out += l; + } else if (m_facePlanarRegionId[it.oppositeFace()] != planarRegionId) { + if (m_faceCharts[it.oppositeFace()] != chart->id) + l_out += l; + else + l_in += l; + } + } + face = m_nextPlanarRegionFace[face]; + if (face == firstFace) + break; + } + XA_DEBUG_ASSERT(l_in != 0.0f); // Candidate face must be adjacent to chart. @@ This is not true if the input mesh has zero-length edges. + float ratio = (l_out - l_in) / (l_out + l_in); + return min(ratio, 0.0f); // Only use the straightness metric to close gaps. + } + + bool isNormalSeam(uint32_t edge) const + { + const uint32_t oppositeEdge = m_mesh->oppositeEdge(edge); + if (oppositeEdge == UINT32_MAX) + return false; // boundary edge + if (m_mesh->flags() & MeshFlags::HasNormals) { + const uint32_t v0 = m_mesh->vertexAt(meshEdgeIndex0(edge)); + const uint32_t v1 = m_mesh->vertexAt(meshEdgeIndex1(edge)); + const uint32_t ov0 = m_mesh->vertexAt(meshEdgeIndex0(oppositeEdge)); + const uint32_t ov1 = m_mesh->vertexAt(meshEdgeIndex1(oppositeEdge)); + if (v0 == ov1 && v1 == ov0) + return false; + return !equal(m_mesh->normal(v0), m_mesh->normal(ov1), kNormalEpsilon) || !equal(m_mesh->normal(v1), m_mesh->normal(ov0), kNormalEpsilon); + } + const uint32_t f0 = meshEdgeFace(edge); + const uint32_t f1 = meshEdgeFace(oppositeEdge); + if (m_facePlanarRegionId[f0] == m_facePlanarRegionId[f1]) + return false; + return !equal(m_faceNormals[f0], m_faceNormals[f1], kNormalEpsilon); + } + + float evaluateNormalSeamMetric(Chart *chart, uint32_t firstFace) const + { + float seamFactor = 0.0f, totalLength = 0.0f; + uint32_t face = firstFace; + for (;;) { + for (Mesh::FaceEdgeIterator it(m_mesh, face); !it.isDone(); it.advance()) { + if (it.isBoundary()) + continue; + if (m_faceCharts[it.oppositeFace()] != chart->id) + continue; + float l = m_edgeLengths[it.edge()]; + totalLength += l; + if (!it.isSeam()) + continue; + // Make sure it's a normal seam. + if (isNormalSeam(it.edge())) { + float d; + if (m_mesh->flags() & MeshFlags::HasNormals) { + const Vector3 &n0 = m_mesh->normal(it.vertex0()); + const Vector3 &n1 = m_mesh->normal(it.vertex1()); + const Vector3 &on0 = m_mesh->normal(m_mesh->vertexAt(meshEdgeIndex0(it.oppositeEdge()))); + const Vector3 &on1 = m_mesh->normal(m_mesh->vertexAt(meshEdgeIndex1(it.oppositeEdge()))); + const float d0 = clamp(dot(n0, on1), 0.0f, 1.0f); + const float d1 = clamp(dot(n1, on0), 0.0f, 1.0f); + d = (d0 + d1) * 0.5f; + } else { + d = clamp(dot(m_faceNormals[face], m_faceNormals[meshEdgeFace(it.oppositeEdge())]), 0.0f, 1.0f); + } + l *= 1 - d; + seamFactor += l; + } + } + face = m_nextPlanarRegionFace[face]; + if (face == firstFace) + break; + } + if (seamFactor <= 0.0f) + return 0.0f; + return seamFactor / totalLength; + } + + float evaluateTextureSeamMetric(Chart *chart, uint32_t firstFace) const + { + float seamLength = 0.0f, totalLength = 0.0f; + uint32_t face = firstFace; + for (;;) { + for (Mesh::FaceEdgeIterator it(m_mesh, face); !it.isDone(); it.advance()) { + if (it.isBoundary()) + continue; + if (m_faceCharts[it.oppositeFace()] != chart->id) + continue; + float l = m_edgeLengths[it.edge()]; + totalLength += l; + if (!it.isSeam()) + continue; + // Make sure it's a texture seam. + if (it.isTextureSeam()) + seamLength += l; + } + face = m_nextPlanarRegionFace[face]; + if (face == firstFace) + break; + } + if (seamLength <= 0.0f) + return 0.0f; // Avoid division by zero. + return seamLength / totalLength; + } + + float computeArea(Chart *chart, uint32_t firstFace) const + { + float area = chart->area; + uint32_t face = firstFace; + for (;;) { + area += m_faceAreas[face]; + face = m_nextPlanarRegionFace[face]; + if (face == firstFace) + break; + } + return area; + } + + float computeBoundaryLength(Chart *chart, uint32_t firstFace) const + { + float boundaryLength = chart->boundaryLength; + // Add new edges, subtract edges shared with the chart. + const uint32_t planarRegionId = m_facePlanarRegionId[firstFace]; + uint32_t face = firstFace; + for (;;) { + for (Mesh::FaceEdgeIterator it(m_mesh, face); !it.isDone(); it.advance()) { + const float edgeLength = m_edgeLengths[it.edge()]; + if (it.isBoundary()) { + boundaryLength += edgeLength; + } else if (m_facePlanarRegionId[it.oppositeFace()] != planarRegionId) { + if (m_faceCharts[it.oppositeFace()] != chart->id) + boundaryLength += edgeLength; + else + boundaryLength -= edgeLength; + } + } + face = m_nextPlanarRegionFace[face]; + if (face == firstFace) + break; + } + return max(0.0f, boundaryLength); // @@ Hack! + } + + bool mergeChart(Chart *owner, Chart *chart, float sharedBoundaryLength) + { + const uint32_t oldOwnerFaceCount = owner->faces.size(); + const uint32_t chartFaceCount = chart->faces.size(); + owner->faces.push_back(chart->faces); + for (uint32_t i = 0; i < chartFaceCount; i++) { + XA_DEBUG_ASSERT(m_faceCharts[chart->faces[i]] == chart->id); + m_faceCharts[chart->faces[i]] = owner->id; + } + // Compute basis using best fit normal. + Basis basis; + if (!computeChartBasis(owner, &basis)) { + owner->faces.resize(oldOwnerFaceCount); + for (uint32_t i = 0; i < chartFaceCount; i++) + m_faceCharts[chart->faces[i]] = chart->id; + return false; + } + if (dot(basis.normal, m_faceNormals[owner->faces[0]]) < 0.0f) // Flip normal if oriented in the wrong direction. + basis.normal = -basis.normal; + // Compute orthogonal parameterization and check that it is valid. + parameterizeChart(owner); + if (!isChartParameterizationValid(owner)) { + owner->faces.resize(oldOwnerFaceCount); + for (uint32_t i = 0; i < chartFaceCount; i++) + m_faceCharts[chart->faces[i]] = chart->id; + return false; } + // Merge chart. + owner->basis = basis; + owner->failedPlanarRegions.push_back(chart->failedPlanarRegions); + // Update adjacencies? + owner->area += chart->area; + owner->boundaryLength += chart->boundaryLength - sharedBoundaryLength; + // Delete chart. + m_charts[chart->id] = nullptr; + chart->~Chart(); + XA_FREE(chart); + return true; } -} -// C = A * B -static void mult(const Matrix &A, const Matrix &B, Matrix &C) -{ - sgemm(1.0f, A, B, 0.0f, C); -} + const Mesh *m_mesh; + Array m_edgeLengths; + Array m_faceAreas; + Array m_faceNormals; + Array m_texcoords; + uint32_t m_facesLeft; + Array m_faceCharts; + Array m_charts; + CostQueue m_bestTriangles; + KISSRng m_rand; + ChartOptions m_options; + Array m_nextPlanarRegionFace; + Array m_facePlanarRegionId; + Array m_tempPoints; + UniformGrid2 m_boundaryGrid; +#if XA_MERGE_CHARTS + // mergeCharts + Array m_sharedBoundaryLengths; + Array m_sharedBoundaryLengthsNoSeams; + Array m_sharedBoundaryEdgeCountNoSeams; +#endif +}; -} // namespace sparse +} // namespace segment + +namespace param { class JacobiPreconditioner { @@ -5045,11 +5899,15 @@ class Solver // q = A·p sparse::mult(A, p, q); // alpha = delta_new / p·q - alpha = delta_new / sparse::dot(p, q); + const float pdotq = sparse::dot(p, q); + if (!isFinite(pdotq) || isNan(pdotq)) + alpha = 0.0f; + else + alpha = delta_new / pdotq; // x = alfa·p + x sparse::saxpy(alpha, p, x); if ((i & 31) == 0) { // recompute r after 32 steps - // r = b - A·x + // r = b - A·x sparse::copy(b, r); sparse::sgemv(-1, A, x, 1, r); } else { @@ -5078,13 +5936,11 @@ class Solver } }; -namespace param { - // Fast sweep in 3 directions static bool findApproximateDiameterVertices(Mesh *mesh, uint32_t *a, uint32_t *b) { - XA_DEBUG_ASSERT(a != NULL); - XA_DEBUG_ASSERT(b != NULL); + XA_DEBUG_ASSERT(a != nullptr); + XA_DEBUG_ASSERT(b != nullptr); const uint32_t vertexCount = mesh->vertexCount(); uint32_t minVertex[3]; uint32_t maxVertex[3]; @@ -5156,7 +6012,7 @@ static void triangle_angles(const Vector3 &v1, const Vector3 &v2, const Vector3 { *a1 = vec_angle(v3, v1, v2); *a2 = vec_angle(v1, v2, v3); - *a3 = float(M_PI - *a2 - *a1); + *a3 = kPi - *a2 - *a1; } static void setup_abf_relations(sparse::Matrix &A, int row, int id0, int id1, int id2, const Vector3 &p0, const Vector3 &p1, const Vector3 &p2) @@ -5216,878 +6072,477 @@ static bool computeLeastSquaresConformalMap(Mesh *mesh) // attributes, unless you want the vertices to actually have different texcoords. const uint32_t vertexCount = mesh->vertexCount(); const uint32_t D = 2 * vertexCount; - const uint32_t N = 2 * mesh->countTriangles(); + const uint32_t N = 2 * mesh->faceCount(); // N is the number of equations (one per triangle) // D is the number of variables (one per vertex; there are 2 pinned vertices). if (N < D - 4) { return false; } - sparse::Matrix A(D, N); - FullVector b(N); - FullVector x(D); - // Fill b: - b.fill(0.0f); - // Fill x: - uint32_t v0, v1; - if (!findApproximateDiameterVertices(mesh, &v0, &v1)) { - // Mesh has no boundaries. - return false; - } - if (mesh->texcoord(v0) == mesh->texcoord(v1)) { - // LSCM expects an existing parameterization. - return false; - } - for (uint32_t v = 0; v < vertexCount; v++) { - // Initial solution. - x[2 * v + 0] = mesh->texcoord(v).x; - x[2 * v + 1] = mesh->texcoord(v).y; - } - // Fill A: - const uint32_t faceCount = mesh->faceCount(); - for (uint32_t f = 0, t = 0; f < faceCount; f++) { - XA_DEBUG_ASSERT(mesh->faceAt(f)->nIndices == 3); - uint32_t vertex0 = UINT32_MAX; - for (Mesh::FaceEdgeIterator it(mesh, f); !it.isDone(); it.advance()) { - if (vertex0 == UINT32_MAX) { - vertex0 = it.vertex0(); - } else if (it.vertex1() != vertex0) { - setup_abf_relations(A, t, vertex0, it.vertex0(), it.vertex1(), mesh->position(vertex0), it.position0(), it.position1()); - t++; - } - } - } - const uint32_t lockedParameters[] = { - 2 * v0 + 0, - 2 * v0 + 1, - 2 * v1 + 0, - 2 * v1 + 1 - }; - // Solve - Solver::LeastSquaresSolver(A, b, x, lockedParameters, 4, 0.000001f); - // Map x back to texcoords: - for (uint32_t v = 0; v < vertexCount; v++) - mesh->texcoord(v) = Vector2(x[2 * v + 0], x[2 * v + 1]); - return true; -} - -static bool computeOrthogonalProjectionMap(Mesh *mesh) -{ - uint32_t vertexCount = mesh->vertexCount(); - // Avoid redundant computations. - float matrix[6]; - Fit::computeCovariance(vertexCount, &mesh->position(0), matrix); - if (matrix[0] == 0 && matrix[3] == 0 && matrix[5] == 0) - return false; - float eigenValues[3]; - Vector3 eigenVectors[3]; - if (!Fit::eigenSolveSymmetric3(matrix, eigenValues, eigenVectors)) - return false; - Vector3 axis[2]; - axis[0] = normalize(eigenVectors[0]); - axis[1] = normalize(eigenVectors[1]); - // Project vertices to plane. - for (uint32_t i = 0; i < vertexCount; i++) - mesh->texcoord(i) = Vector2(dot(axis[0], mesh->position(i)), dot(axis[1], mesh->position(i))); - return true; -} - -static void computeSingleFaceMap(Mesh *mesh) -{ - XA_DEBUG_ASSERT(mesh != NULL); - XA_DEBUG_ASSERT(mesh->faceCount() == 1); - Face *face = mesh->faceAt(0); - XA_ASSERT(face != NULL); - const Vector3 &p0 = mesh->position(mesh->vertexAt(face->firstIndex + 0)); - const Vector3 &p1 = mesh->position(mesh->vertexAt(face->firstIndex + 1)); - Vector3 X = normalizeSafe(p1 - p0, Vector3(0.0f), 0.0f); - Vector3 Z = mesh->calculateFaceNormal(0); - Vector3 Y = normalizeSafe(cross(Z, X), Vector3(0.0f), 0.0f); - uint32_t i = 0; - for (Mesh::FaceEdgeIterator it(mesh, 0); !it.isDone(); it.advance(), i++) { - if (i == 0) { - mesh->texcoord(it.vertex0()) = Vector2(0); - } else { - Vector3 pn = it.position0(); - const float xn = dot((pn - p0), X); - const float yn = dot((pn - p0), Y); - mesh->texcoord(it.vertex0()) = Vector2(xn, yn); - } - } -} - -// Dummy implementation of a priority queue using sort at insertion. -// - Insertion is o(n) -// - Smallest element goes at the end, so that popping it is o(1). -// - Resorting is n*log(n) -// @@ Number of elements in the queue is usually small, and we'd have to rebalance often. I'm not sure it's worth implementing a heap. -// @@ Searcing at removal would remove the need for sorting when priorities change. -struct PriorityQueue -{ - PriorityQueue(uint32_t size = UINT32_MAX) : maxSize(size) {} - - void push(float priority, uint32_t face) - { - uint32_t i = 0; - const uint32_t count = pairs.size(); - for (; i < count; i++) { - if (pairs[i].priority > priority) break; - } - Pair p = { priority, face }; - pairs.insertAt(i, p); - if (pairs.size() > maxSize) - pairs.removeAt(0); - } - - // push face out of order, to be sorted later. - void push(uint32_t face) - { - Pair p = { 0.0f, face }; - pairs.push_back(p); - } - - uint32_t pop() - { - uint32_t f = pairs.back().face; - pairs.pop_back(); - return f; - } - - void sort() - { - //sort(pairs); // @@ My intro sort appears to be much slower than it should! - std::sort(pairs.begin(), pairs.end()); - } - - void clear() - { - pairs.clear(); - } - - uint32_t count() const - { - return pairs.size(); - } - - float firstPriority() const - { - return pairs.back().priority; - } - - const uint32_t maxSize; - - struct Pair - { - bool operator<(const Pair &p) const - { - return priority > p.priority; // !! Sort in inverse priority order! - } - - float priority; - uint32_t face; - }; - - Array pairs; -}; - -struct ChartBuildData -{ - ChartBuildData(int id) : id(id) - { - planeNormal = Vector3(0); - centroid = Vector3(0); - coneAxis = Vector3(0); - coneAngle = 0; - area = 0; - boundaryLength = 0; - normalSum = Vector3(0); - centroidSum = Vector3(0); - } - - int id; - - // Proxy info: - Vector3 planeNormal; - Vector3 centroid; - Vector3 coneAxis; - float coneAngle; - - float area; - float boundaryLength; - Vector3 normalSum; - Vector3 centroidSum; - - Array seeds; - Array faces; - PriorityQueue candidates; -}; - -struct AtlasBuilder -{ - // @@ Hardcoded to 10? - AtlasBuilder(const Mesh *rm, const ChartOptions &options) : m_mesh(rm), m_facesLeft(rm->faceCount()), m_bestTriangles(10), m_options(options) - { - const uint32_t faceCount = m_mesh->faceCount(); - m_faceChartArray.resize(faceCount, -1); - m_faceCandidateArray.resize(faceCount, (uint32_t)-1); - // @@ Floyd for the whole mesh is too slow. We could compute floyd progressively per patch as the patch grows. We need a better solution to compute most central faces. - //computeShortestPaths(); - // Precompute edge lengths and face areas. - const uint32_t edgeCount = m_mesh->edgeCount(); - m_edgeLengths.resize(edgeCount, 0.0f); - m_faceAreas.resize(m_mesh->faceCount(), 0.0f); - for (uint32_t f = 0; f < m_mesh->faceCount(); f++) { - if ((m_mesh->faceFlagsAt(f) & FaceFlags::Ignore) != 0) - continue; - float &faceArea = m_faceAreas[f]; - Vector3 firstPos(0.0f); - for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { - m_edgeLengths[it.edge()] = internal::length(it.position1() - it.position0()); - XA_DEBUG_ASSERT(m_edgeLengths[it.edge()] > 0.0f); - if (it.relativeEdge() == 0) - firstPos = it.position0(); - else - faceArea += length(cross(it.position0() - firstPos, it.position1() - firstPos)); - } - faceArea *= 0.5f; - XA_DEBUG_ASSERT(faceArea > 0.0f); - } - } - - ~AtlasBuilder() - { - const uint32_t chartCount = m_chartArray.size(); - for (uint32_t i = 0; i < chartCount; i++) { - m_chartArray[i]->~ChartBuildData(); - XA_FREE(m_chartArray[i]); - } - } - - void placeSeeds(float threshold, uint32_t maxSeedCount) - { - // Instead of using a predefiened number of seeds: - // - Add seeds one by one, growing chart until a certain treshold. - // - Undo charts and restart growing process. - // @@ How can we give preference to faces far from sharp features as in the LSCM paper? - // - those points can be found using a simple flood filling algorithm. - // - how do we weight the probabilities? - for (uint32_t i = 0; i < maxSeedCount; i++) { - if (m_facesLeft == 0) { - // No faces left, stop creating seeds. - break; - } - createRandomChart(threshold); - } - } - - void createRandomChart(float threshold) - { - const uint32_t randomFaceIdx = m_rand.getRange(m_facesLeft - 1); - ChartBuildData *chart = XA_NEW(ChartBuildData, m_chartArray.size()); - m_chartArray.push_back(chart); - // Pick random face that is not used by any chart yet. - uint32_t i = 0; - for (uint32_t f = 0; f != randomFaceIdx; f++, i++) { - while (m_faceChartArray[i] != -1) i++; - } - while (m_faceChartArray[i] != -1) i++; - chart->seeds.push_back(i); - addFaceToChart(chart, i, true); - // Grow the chart as much as possible within the given threshold. - growChart(chart, threshold * 0.5f, m_facesLeft); - //growCharts(threshold - threshold * 0.75f / chartCount(), facesLeft); - } - - void addFaceToChart(ChartBuildData *chart, uint32_t f, bool recomputeProxy = false) - { - // Add face to chart. - chart->faces.push_back(f); - XA_DEBUG_ASSERT(m_faceChartArray[f] == -1); - m_faceChartArray[f] = chart->id; - m_facesLeft--; - // Update area and boundary length. - chart->area = evaluateChartArea(chart, f); - chart->boundaryLength = evaluateBoundaryLength(chart, f); - chart->normalSum = evaluateChartNormalSum(chart, f); - chart->centroidSum = evaluateChartCentroidSum(chart, f); - if (recomputeProxy) { - // Update proxy and candidate's priorities. - updateProxy(chart); - } - // Update candidates. - removeCandidate(f); - updateCandidates(chart, f); - updatePriorities(chart); - } - - // Returns true if any of the charts can grow more. - bool growCharts(float threshold, uint32_t faceCount) - { - // Using one global list. - faceCount = min(faceCount, m_facesLeft); - for (uint32_t i = 0; i < faceCount; i++) { - const Candidate &candidate = getBestCandidate(); - if (candidate.metric > threshold) { - return false; // Can't grow more. - } - addFaceToChart(candidate.chart, candidate.face); - } - return m_facesLeft != 0; // Can continue growing. - } - - bool growChart(ChartBuildData *chart, float threshold, uint32_t faceCount) - { - // Try to add faceCount faces within threshold to chart. - for (uint32_t i = 0; i < faceCount; ) { - if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold) - return false; - const uint32_t f = chart->candidates.pop(); - if (m_faceChartArray[f] == -1) { - addFaceToChart(chart, f); - i++; - } - } - if (chart->candidates.count() == 0 || chart->candidates.firstPriority() > threshold) - return false; - return true; - } - - void resetCharts() - { - const uint32_t faceCount = m_mesh->faceCount(); - for (uint32_t i = 0; i < faceCount; i++) { - m_faceChartArray[i] = -1; - m_faceCandidateArray[i] = (uint32_t)-1; - } - m_facesLeft = faceCount; - m_candidateArray.clear(); - const uint32_t chartCount = m_chartArray.size(); - for (uint32_t i = 0; i < chartCount; i++) { - ChartBuildData *chart = m_chartArray[i]; - const uint32_t seed = chart->seeds.back(); - chart->area = 0.0f; - chart->boundaryLength = 0.0f; - chart->normalSum = Vector3(0); - chart->centroidSum = Vector3(0); - chart->faces.clear(); - chart->candidates.clear(); - addFaceToChart(chart, seed); - } - } - - void updateCandidates(ChartBuildData *chart, uint32_t f) - { - // Traverse neighboring faces, add the ones that do not belong to any chart yet. - for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { - if (it.oppositeEdge() == UINT32_MAX) - continue; - const Edge *oppositeEdge = m_mesh->edgeAt(it.oppositeEdge()); - if (m_faceChartArray[oppositeEdge->face] == -1) { - XA_DEBUG_ASSERT(m_mesh->faceGroupAt(f) == m_mesh->faceGroupAt(oppositeEdge->face)); - chart->candidates.push(oppositeEdge->face); - } - } - } - - void updateProxies() - { - const uint32_t chartCount = m_chartArray.size(); - for (uint32_t i = 0; i < chartCount; i++) - updateProxy(m_chartArray[i]); - } - - void updateProxy(ChartBuildData *chart) const - { - //#pragma message(NV_FILE_LINE "TODO: Use best fit plane instead of average normal.") - chart->planeNormal = normalizeSafe(chart->normalSum, Vector3(0), 0.0f); - chart->centroid = chart->centroidSum / float(chart->faces.size()); - } - - bool relocateSeeds() - { - bool anySeedChanged = false; - const uint32_t chartCount = m_chartArray.size(); - for (uint32_t i = 0; i < chartCount; i++) { - if (relocateSeed(m_chartArray[i])) { - anySeedChanged = true; - } - } - return anySeedChanged; - } - - bool relocateSeed(ChartBuildData *chart) - { - Vector3 centroid = computeChartCentroid(chart); - // Find the first N triangles that fit the proxy best. - m_bestTriangles.clear(); - const uint32_t faceCount = chart->faces.size(); - for (uint32_t i = 0; i < faceCount; i++) { - float priority = evaluateProxyFitMetric(chart, chart->faces[i]); - m_bestTriangles.push(priority, chart->faces[i]); - } - // Of those, choose the most central triangle. - uint32_t mostCentral = 0; - float maxDistance = -1; - const uint32_t bestCount = m_bestTriangles.count(); - for (uint32_t i = 0; i < bestCount; i++) { - Vector3 faceCentroid = m_mesh->triangleCenter(m_bestTriangles.pairs[i].face); - float distance = length(centroid - faceCentroid); - if (distance > maxDistance) { - maxDistance = distance; - mostCentral = m_bestTriangles.pairs[i].face; - } - } - XA_DEBUG_ASSERT(maxDistance >= 0); - // In order to prevent k-means cyles we record all the previously chosen seeds. - for (uint32_t i = 0; i < chart->seeds.size(); i++) { - if (chart->seeds[i] == mostCentral) { - // Move new seed to the end of the seed array. - uint32_t last = chart->seeds.size() - 1; - swap(chart->seeds[i], chart->seeds[last]); - return false; - } - } - // Append new seed. - chart->seeds.push_back(mostCentral); - return true; - } - - void updatePriorities(ChartBuildData *chart) - { - // Re-evaluate candidate priorities. - uint32_t candidateCount = chart->candidates.count(); - for (uint32_t i = 0; i < candidateCount; i++) { - PriorityQueue::Pair &pair = chart->candidates.pairs[i]; - pair.priority = evaluatePriority(chart, pair.face); - if (m_faceChartArray[pair.face] == -1) - updateCandidate(chart, pair.face, pair.priority); - } - // Sort candidates. - chart->candidates.sort(); + sparse::Matrix A(D, N); + FullVector b(N); + FullVector x(D); + // Fill b: + b.fill(0.0f); + // Fill x: + uint32_t v0, v1; + if (!findApproximateDiameterVertices(mesh, &v0, &v1)) { + // Mesh has no boundaries. + return false; } - - // Evaluate combined metric. - float evaluatePriority(ChartBuildData *chart, uint32_t face) const - { - // Estimate boundary length and area: - const float newChartArea = evaluateChartArea(chart, face); - const float newBoundaryLength = evaluateBoundaryLength(chart, face); - // Enforce limits strictly: - if (m_options.maxChartArea > 0.0f && newChartArea > m_options.maxChartArea) - return FLT_MAX; - if (m_options.maxBoundaryLength > 0.0f && newBoundaryLength > m_options.maxBoundaryLength) - return FLT_MAX; - // Penalize faces that cross seams, reward faces that close seams or reach boundaries. - // Make sure normal seams are fully respected: - const float N = evaluateNormalSeamMetric(chart, face); - if (m_options.normalSeamMetricWeight >= 1000.0f && N > 0.0f) - return FLT_MAX; - float cost = m_options.normalSeamMetricWeight * N; - if (m_options.proxyFitMetricWeight > 0.0f) - cost += m_options.proxyFitMetricWeight * evaluateProxyFitMetric(chart, face); - if (m_options.roundnessMetricWeight > 0.0f) - cost += m_options.roundnessMetricWeight * evaluateRoundnessMetric(chart, face, newBoundaryLength, newChartArea); - if (m_options.straightnessMetricWeight > 0.0f) - cost += m_options.straightnessMetricWeight * evaluateStraightnessMetric(chart, face); - if (m_options.textureSeamMetricWeight > 0.0f) - cost += m_options.textureSeamMetricWeight * evaluateTextureSeamMetric(chart, face); - //float R = evaluateCompletenessMetric(chart, face); - //float D = evaluateDihedralAngleMetric(chart, face); - // @@ Add a metric based on local dihedral angle. - // @@ Tweaking the normal and texture seam metrics. - // - Cause more impedance. Never cross 90 degree edges. - XA_DEBUG_ASSERT(isFinite(cost)); - return cost; + if (mesh->texcoord(v0) == mesh->texcoord(v1)) { + // LSCM expects an existing parameterization. + return false; } - - // Returns a value in [0-1]. - float evaluateProxyFitMetric(ChartBuildData *chart, uint32_t f) const - { - const Vector3 faceNormal = m_mesh->triangleNormal(f); - // Use plane fitting metric for now: - return 1 - dot(faceNormal, chart->planeNormal); // @@ normal deviations should be weighted by face area + for (uint32_t v = 0; v < vertexCount; v++) { + // Initial solution. + x[2 * v + 0] = mesh->texcoord(v).x; + x[2 * v + 1] = mesh->texcoord(v).y; } - - float evaluateRoundnessMetric(ChartBuildData *chart, uint32_t /*face*/, float newBoundaryLength, float newChartArea) const - { - float roundness = square(chart->boundaryLength) / chart->area; - float newRoundness = square(newBoundaryLength) / newChartArea; - if (newRoundness > roundness) { - return square(newBoundaryLength) / float(newChartArea * 4 * M_PI); - } else { - // Offer no impedance to faces that improve roundness. - return 0; - } + // Fill A: + const uint32_t faceCount = mesh->faceCount(); + for (uint32_t f = 0, t = 0; f < faceCount; f++) { + const uint32_t vertex0 = mesh->vertexAt(f * 3 + 0); + const uint32_t vertex1 = mesh->vertexAt(f * 3 + 1); + const uint32_t vertex2 = mesh->vertexAt(f * 3 + 2); + setup_abf_relations(A, t, vertex0, vertex1, vertex2, mesh->position(vertex0), mesh->position(vertex1), mesh->position(vertex2)); + t++; } - - float evaluateStraightnessMetric(ChartBuildData *chart, uint32_t f) const - { - float l_out = 0.0f; - float l_in = 0.0f; - if (m_mesh->faceFlagsAt(f) & FaceFlags::Ignore) - return 1.0f; - for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { - float l = m_edgeLengths[it.edge()]; - if (it.isBoundary()) { - l_out += l; - } else { - if (m_faceChartArray[it.oppositeFace()] != chart->id) { - l_out += l; - } else { - l_in += l; - } - } - } - XA_DEBUG_ASSERT(l_in != 0.0f); // Candidate face must be adjacent to chart. @@ This is not true if the input mesh has zero-length edges. - float ratio = (l_out - l_in) / (l_out + l_in); - return min(ratio, 0.0f); // Only use the straightness metric to close gaps. + const uint32_t lockedParameters[] = { + 2 * v0 + 0, + 2 * v0 + 1, + 2 * v1 + 0, + 2 * v1 + 1 + }; + // Solve + Solver::LeastSquaresSolver(A, b, x, lockedParameters, 4, 0.000001f); + // Map x back to texcoords: + for (uint32_t v = 0; v < vertexCount; v++) { + mesh->texcoord(v) = Vector2(x[2 * v + 0], x[2 * v + 1]); + XA_DEBUG_ASSERT(!isNan(mesh->texcoord(v).x)); + XA_DEBUG_ASSERT(!isNan(mesh->texcoord(v).y)); } + return true; +} - float evaluateNormalSeamMetric(ChartBuildData *chart, uint32_t f) const +#if XA_RECOMPUTE_CHARTS +struct PiecewiseParam +{ + void reset(const Mesh *mesh, uint32_t faceCount) { - float seamFactor = 0.0f; - float totalLength = 0.0f; - for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { - if (it.isBoundary()) - continue; - if (m_faceChartArray[it.oppositeFace()] != chart->id) - continue; - float l = m_edgeLengths[it.edge()]; - totalLength += l; - if (!it.isSeam()) + m_mesh = mesh; + m_faceCount = faceCount; + const uint32_t vertexCount = m_mesh->vertexCount(); + m_texcoords.resize(vertexCount); + m_patch.reserve(m_faceCount); + m_faceAssigned.resize(m_faceCount); + m_faceAssigned.zeroOutMemory(); + m_faceInvalid.resize(m_faceCount); + m_faceInPatch.resize(m_faceCount); + m_vertexInPatch.resize(vertexCount); + m_faceInCandidates.resize(m_faceCount); + } + + ConstArrayView chartFaces() const { return m_patch; } + const Vector2 *texcoords() const { return m_texcoords.data(); } + + bool computeChart() + { + m_patch.clear(); + m_faceInvalid.zeroOutMemory(); + m_faceInPatch.zeroOutMemory(); + m_vertexInPatch.zeroOutMemory(); + // Add the seed face (first unassigned face) to the patch. + uint32_t seed = UINT32_MAX; + for (uint32_t f = 0; f < m_faceCount; f++) { + if (m_faceAssigned.get(f)) continue; - // Make sure it's a normal seam. - if (it.isNormalSeam()) { - const Edge *oedge = m_mesh->edgeAt(it.oppositeEdge()); - float d; - if (m_mesh->flags() & MeshFlags::HasNormals) { - const Vector3 &n0 = m_mesh->normal(it.vertex0()); - const Vector3 &n1 = m_mesh->normal(it.vertex1()); - const Vector3 &on0 = m_mesh->normal(m_mesh->vertexAt(oedge->index0)); - const Vector3 &on1 = m_mesh->normal(m_mesh->vertexAt(oedge->index1)); - const float d0 = clamp(dot(n0, on1), 0.0f, 1.0f); - const float d1 = clamp(dot(n1, on0), 0.0f, 1.0f); - d = (d0 + d1) * 0.5f; - } else { - d = clamp(dot(m_mesh->faceNormalAt(f), m_mesh->faceNormalAt(oedge->face)), 0.0f, 1.0f); - } - l *= 1 - d; - seamFactor += l; + seed = f; + m_patch.push_back(seed); + m_faceInPatch.set(seed); + m_faceAssigned.set(seed); + Vector2 texcoords[3]; + orthoProjectFace(seed, texcoords); + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = m_mesh->vertexAt(seed * 3 + i); + m_vertexInPatch.set(vertex); + m_texcoords[vertex] = texcoords[i]; } + break; } - if (seamFactor <= 0.0f) - return 0.0f; - return seamFactor / totalLength; - } - - float evaluateTextureSeamMetric(ChartBuildData *chart, uint32_t f) const - { - float seamLength = 0.0f; - float totalLength = 0.0f; - for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { - if (it.isBoundary()) - continue; - if (m_faceChartArray[it.oppositeFace()] != chart->id) - continue; - float l = m_edgeLengths[it.edge()]; - totalLength += l; - if (!it.isSeam()) - continue; - // Make sure it's a texture seam. - if (it.isTextureSeam()) - seamLength += l; - } - if (seamLength == 0.0f) - return 0.0f; // Avoid division by zero. - return seamLength / totalLength; - } - - float evaluateChartArea(ChartBuildData *chart, uint32_t f) const - { - return chart->area + m_faceAreas[f]; - } - - float evaluateBoundaryLength(ChartBuildData *chart, uint32_t f) const - { - float boundaryLength = chart->boundaryLength; - // Add new edges, subtract edges shared with the chart. - for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { - const float edgeLength = m_edgeLengths[it.edge()]; - if (it.isBoundary()) { - boundaryLength += edgeLength; - } else { - if (m_faceChartArray[it.oppositeFace()] != chart->id) - boundaryLength += edgeLength; - else - boundaryLength -= edgeLength; + if (seed == UINT32_MAX) + return false; + for (;;) { + findCandidates(); + if (m_candidates.isEmpty()) + break; + for (;;) { + // Find the candidate with the lowest cost. + float lowestCost = FLT_MAX; + uint32_t bestCandidate = UINT32_MAX; + for (uint32_t i = 0; i < m_candidates.size(); i++) { + const Candidate &candidate = m_candidates[i]; + if (m_faceInvalid.get(candidate.face)) // A candidate face may be invalidated after is was added. + continue; + if (candidate.maxCost < lowestCost) { + lowestCost = candidate.maxCost; + bestCandidate = i; + } + } + if (bestCandidate == UINT32_MAX) + break; + // Compute the position by averaging linked candidates (candidates that share the same free vertex). + Vector2 position(0.0f); + uint32_t n = 0; + for (CandidateIterator it(m_candidates, bestCandidate); !it.isDone(); it.advance()) { + position += it.current().position; + n++; + } + position *= 1.0f / (float)n; + const uint32_t freeVertex = m_candidates[bestCandidate].vertex; + XA_DEBUG_ASSERT(!isNan(position.x)); + XA_DEBUG_ASSERT(!isNan(position.y)); + m_texcoords[freeVertex] = position; + // Check for flipped faces. This is also done when candidates are first added, but the averaged position of the free vertex is different now, so check again. + bool invalid = false; + for (CandidateIterator it(m_candidates, bestCandidate); !it.isDone(); it.advance()) { + const uint32_t vertex0 = m_mesh->vertexAt(meshEdgeIndex0(it.current().patchEdge)); + const uint32_t vertex1 = m_mesh->vertexAt(meshEdgeIndex1(it.current().patchEdge)); + const float freeVertexOrient = orientToEdge(m_texcoords[vertex0], m_texcoords[vertex1], position); + if ((it.current().patchVertexOrient < 0.0f && freeVertexOrient < 0.0f) || (it.current().patchVertexOrient > 0.0f && freeVertexOrient > 0.0f)) { + invalid = true; + break; + } + } + // Check for boundary intersection. + if (!invalid) { + m_boundaryGrid.reset(m_texcoords.data(), m_mesh->indices()); + // Add edges on the patch boundary to the grid. + // Temporarily adding candidate faces to the patch makes it simpler to detect which edges are on the boundary. + const uint32_t oldPatchSize = m_patch.size(); + for (CandidateIterator it(m_candidates, bestCandidate); !it.isDone(); it.advance()) + m_patch.push_back(it.current().face); + for (uint32_t i = 0; i < m_patch.size(); i++) { + for (Mesh::FaceEdgeIterator it(m_mesh, m_patch[i]); !it.isDone(); it.advance()) { + const uint32_t oface = it.oppositeFace(); + if (oface == UINT32_MAX || oface >= m_faceCount || !m_faceInPatch.get(oface)) + m_boundaryGrid.append(it.edge()); + } + } + invalid = m_boundaryGrid.intersectSelf(m_mesh->epsilon()); + m_patch.resize(oldPatchSize); + } + if (invalid) { + // Mark all faces of linked candidates as invalid. + for (CandidateIterator it(m_candidates, bestCandidate); !it.isDone(); it.advance()) + m_faceInvalid.set(it.current().face); + continue; + } + // Add faces to the patch. + for (CandidateIterator it(m_candidates, bestCandidate); !it.isDone(); it.advance()) { + m_patch.push_back(it.current().face); + m_faceInPatch.set(it.current().face); + m_faceAssigned.set(it.current().face); + } + // Add vertex to the patch. + m_vertexInPatch.set(freeVertex); + // Successfully added candidate face(s) to patch. + break; } } - return max(0.0f, boundaryLength); // @@ Hack! - } - - Vector3 evaluateChartNormalSum(ChartBuildData *chart, uint32_t f) const - { - return chart->normalSum + m_mesh->triangleNormalAreaScaled(f); + return true; } - Vector3 evaluateChartCentroidSum(ChartBuildData *chart, uint32_t f) const - { - return chart->centroidSum + m_mesh->faceCentroid(f); - } +private: + struct Candidate + { + uint32_t face, vertex; + uint32_t next; // The next candidate with the same vertex. + Vector2 position; + float cost; + float maxCost; // Of all linked candidates. + uint32_t patchEdge; + float patchVertexOrient; + }; - Vector3 computeChartCentroid(const ChartBuildData *chart) const + struct CandidateIterator { - Vector3 centroid(0); - const uint32_t faceCount = chart->faces.size(); - for (uint32_t i = 0; i < faceCount; i++) - centroid += m_mesh->triangleCenter(chart->faces[i]); - return centroid / float(faceCount); - } + CandidateIterator(Array &candidates, uint32_t first) : m_candidates(candidates), m_current(first) {} + void advance() { if (m_current != UINT32_MAX) m_current = m_candidates[m_current].next; } + bool isDone() const { return m_current == UINT32_MAX; } + Candidate ¤t() { return m_candidates[m_current]; } - void fillHoles(float threshold) - { - while (m_facesLeft > 0) - createRandomChart(threshold); - } + private: + Array &m_candidates; + uint32_t m_current; + }; - void mergeCharts() - { - Array sharedBoundaryLengths; - const uint32_t chartCount = m_chartArray.size(); - for (int c = chartCount - 1; c >= 0; c--) { - sharedBoundaryLengths.clear(); - sharedBoundaryLengths.resize(chartCount, 0.0f); - ChartBuildData *chart = m_chartArray[c]; - float externalBoundary = 0.0f; - const uint32_t faceCount = chart->faces.size(); - for (uint32_t i = 0; i < faceCount; i++) { - uint32_t f = chart->faces[i]; - for (Mesh::FaceEdgeIterator it(m_mesh, f); !it.isDone(); it.advance()) { - const float l = m_edgeLengths[it.edge()]; - if (it.isBoundary()) { - externalBoundary += l; - } else { - int neighborChart = m_faceChartArray[it.oppositeFace()]; - if (neighborChart != c) { - if ((it.isSeam() && (it.isNormalSeam() || it.isTextureSeam())) || neighborChart == -2) { - externalBoundary += l; - } else { - sharedBoundaryLengths[neighborChart] += l; - } - } - } - } - } - for (int cc = chartCount - 1; cc >= 0; cc--) { - if (cc == c) - continue; - ChartBuildData *chart2 = m_chartArray[cc]; - if (chart2 == NULL) + const Mesh *m_mesh; + uint32_t m_faceCount; + Array m_texcoords; + Array m_candidates; + BitArray m_faceInCandidates; + Array m_patch; + BitArray m_faceAssigned; // Face is assigned to a previous chart or the current patch. + BitArray m_faceInPatch, m_vertexInPatch; + BitArray m_faceInvalid; // Face cannot be added to the patch - flipped, cost too high or causes boundary intersection. + UniformGrid2 m_boundaryGrid; + + // Find candidate faces on the patch front. + void findCandidates() + { + m_candidates.clear(); + m_faceInCandidates.zeroOutMemory(); + for (uint32_t i = 0; i < m_patch.size(); i++) { + for (Mesh::FaceEdgeIterator it(m_mesh, m_patch[i]); !it.isDone(); it.advance()) { + const uint32_t oface = it.oppositeFace(); + if (oface == UINT32_MAX || oface >= m_faceCount || m_faceAssigned.get(oface) || m_faceInCandidates.get(oface)) continue; - if (sharedBoundaryLengths[cc] > 0.8 * max(0.0f, chart->boundaryLength - externalBoundary)) { - // Try to avoid degenerate configurations. - if (chart2->boundaryLength > sharedBoundaryLengths[cc]) { - if (dot(chart2->planeNormal, chart->planeNormal) > -0.25) { - mergeChart(chart2, chart, sharedBoundaryLengths[cc]); - chart->~ChartBuildData(); - XA_FREE(chart); - m_chartArray[c] = chart = NULL; - break; - } - } - } - if (sharedBoundaryLengths[cc] > 0.20 * max(0.0f, chart->boundaryLength - externalBoundary)) { - // Compare proxies. - if (dot(chart2->planeNormal, chart->planeNormal) > 0) { - mergeChart(chart2, chart, sharedBoundaryLengths[cc]); - chart->~ChartBuildData(); - XA_FREE(chart); - m_chartArray[c] = chart = NULL; + // Found an active edge on the patch front. + // Find the free vertex (the vertex that isn't on the active edge). + // Compute the orientation of the other patch face vertex to the active edge. + uint32_t freeVertex = UINT32_MAX; + float orient = 0.0f; + for (uint32_t j = 0; j < 3; j++) { + const uint32_t vertex = m_mesh->vertexAt(oface * 3 + j); + if (vertex != it.vertex0() && vertex != it.vertex1()) { + freeVertex = vertex; + orient = orientToEdge(m_texcoords[it.vertex0()], m_texcoords[it.vertex1()], m_texcoords[m_mesh->vertexAt(m_patch[i] * 3 + j)]); break; } } + XA_DEBUG_ASSERT(freeVertex != UINT32_MAX); + // If the free vertex is already in the patch, the face is enclosed by the patch. Add the face to the patch - don't need to assign texcoords. + if (m_vertexInPatch.get(freeVertex)) { + freeVertex = UINT32_MAX; + m_patch.push_back(oface); + m_faceAssigned.set(oface); + continue; + } + // Check this here rather than above so faces enclosed by the patch are always added. + if (m_faceInvalid.get(oface)) + continue; + addCandidateFace(it.edge(), orient, oface, it.oppositeEdge(), freeVertex); } } - // Remove deleted charts. - for (int c = 0; c < int32_t(m_chartArray.size()); /*do not increment if removed*/) { - if (m_chartArray[c] == NULL) { - m_chartArray.removeAt(c); - // Update m_faceChartArray. - const uint32_t faceCount = m_faceChartArray.size(); - for (uint32_t i = 0; i < faceCount; i++) { - XA_DEBUG_ASSERT(m_faceChartArray[i] != -1); - XA_DEBUG_ASSERT(m_faceChartArray[i] != c); - XA_DEBUG_ASSERT(m_faceChartArray[i] <= int32_t(m_chartArray.size())); - if (m_faceChartArray[i] > c) { - m_faceChartArray[i]--; - } + // Link candidates that share the same vertex. + for (uint32_t i = 0; i < m_candidates.size(); i++) { + if (m_candidates[i].next != UINT32_MAX) + continue; + uint32_t current = i; + for (uint32_t j = i + 1; j < m_candidates.size(); j++) { + if (m_candidates[j].vertex == m_candidates[current].vertex) { + m_candidates[current].next = j; + current = j; } - } else { - m_chartArray[c]->id = c; - c++; } } + // Set max cost for linked candidates. + for (uint32_t i = 0; i < m_candidates.size(); i++) { + float maxCost = 0.0f; + for (CandidateIterator it(m_candidates, i); !it.isDone(); it.advance()) + maxCost = max(maxCost, it.current().cost); + for (CandidateIterator it(m_candidates, i); !it.isDone(); it.advance()) + it.current().maxCost = maxCost; + } } - // @@ Cleanup. - struct Candidate { - ChartBuildData *chart; - uint32_t face; - float metric; - }; - - // @@ Get N best candidates in one pass. - const Candidate &getBestCandidate() const + void addCandidateFace(uint32_t patchEdge, float patchVertexOrient, uint32_t face, uint32_t edge, uint32_t freeVertex) { - uint32_t best = 0; - float bestCandidateMetric = FLT_MAX; - const uint32_t candidateCount = m_candidateArray.size(); - XA_ASSERT(candidateCount > 0); - for (uint32_t i = 0; i < candidateCount; i++) { - const Candidate &candidate = m_candidateArray[i]; - if (candidate.metric < bestCandidateMetric) { - bestCandidateMetric = candidate.metric; - best = i; - } + Vector2 texcoords[3]; + orthoProjectFace(face, texcoords); + // Find corresponding vertices between the patch edge and candidate edge. + const uint32_t vertex0 = m_mesh->vertexAt(meshEdgeIndex0(patchEdge)); + const uint32_t vertex1 = m_mesh->vertexAt(meshEdgeIndex1(patchEdge)); + uint32_t localVertex0 = UINT32_MAX, localVertex1 = UINT32_MAX, localFreeVertex = UINT32_MAX; + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = m_mesh->vertexAt(face * 3 + i); + if (vertex == m_mesh->vertexAt(meshEdgeIndex1(edge))) + localVertex0 = i; + else if (vertex == m_mesh->vertexAt(meshEdgeIndex0(edge))) + localVertex1 = i; + else + localFreeVertex = i; + } + // Scale orthogonal projection to match the patch edge. + const Vector2 patchEdgeVec = m_texcoords[vertex1] - m_texcoords[vertex0]; + const Vector2 localEdgeVec = texcoords[localVertex1] - texcoords[localVertex0]; + const float len1 = length(patchEdgeVec); + const float len2 = length(localEdgeVec); + const float scale = len1 / len2; + XA_ASSERT(scale > 0.0f); + for (uint32_t i = 0; i < 3; i++) + texcoords[i] *= scale; + // Translate to the first vertex on the patch edge. + const Vector2 translate = m_texcoords[vertex0] - texcoords[localVertex0]; + for (uint32_t i = 0; i < 3; i++) + texcoords[i] += translate; + // Compute the angle between the patch edge and the corresponding local edge. + const float angle = atan2f(patchEdgeVec.y, patchEdgeVec.x) - atan2f(localEdgeVec.y, localEdgeVec.x); + // Rotate so the patch edge and the corresponding local edge occupy the same space. + for (uint32_t i = 0; i < 3; i++) { + if (i == localVertex0) + continue; + Vector2 &uv = texcoords[i]; + uv -= texcoords[localVertex0]; // Rotate around the first vertex. + const float c = cosf(angle); + const float s = sinf(angle); + const float x = uv.x * c - uv.y * s; + const float y = uv.y * c + uv.x * s; + uv.x = x + texcoords[localVertex0].x; + uv.y = y + texcoords[localVertex0].y; + } + // Check for local overlap (flipped triangle). + // The patch face vertex that isn't on the active edge and the free vertex should be oriented on opposite sides to the active edge. + const float freeVertexOrient = orientToEdge(m_texcoords[vertex0], m_texcoords[vertex1], texcoords[localFreeVertex]); + if ((patchVertexOrient < 0.0f && freeVertexOrient < 0.0f) || (patchVertexOrient > 0.0f && freeVertexOrient > 0.0f)) { + m_faceInvalid.set(face); + return; + } + const float stretch = computeStretch(m_mesh->position(vertex0), m_mesh->position(vertex1), m_mesh->position(freeVertex), texcoords[0], texcoords[1], texcoords[2]); + if (stretch >= FLT_MAX) { + m_faceInvalid.set(face); + return; + } + const float cost = fabsf(stretch - 1.0f); +#if 0 + if (cost > 0.25f) { + m_faceInvalid.set(face); + return; } - return m_candidateArray[best]; +#endif + // Add the candidate. + Candidate candidate; + candidate.face = face; + candidate.vertex = freeVertex; + candidate.position = texcoords[localFreeVertex]; + candidate.next = UINT32_MAX; + candidate.cost = cost; + candidate.patchEdge = patchEdge; + candidate.patchVertexOrient = patchVertexOrient; + m_candidates.push_back(candidate); + m_faceInCandidates.set(face); } - void removeCandidate(uint32_t f) + void orthoProjectFace(uint32_t face, Vector2 *texcoords) const { - int c = m_faceCandidateArray[f]; - if (c != -1) { - m_faceCandidateArray[f] = (uint32_t)-1; - if (c == int(m_candidateArray.size() - 1)) { - m_candidateArray.pop_back(); - } else { - // Replace with last. - m_candidateArray[c] = m_candidateArray[m_candidateArray.size() - 1]; - m_candidateArray.pop_back(); - m_faceCandidateArray[m_candidateArray[c].face] = c; - } + const Vector3 normal = m_mesh->computeFaceNormal(face); + const Vector3 tangent = normalize(m_mesh->position(m_mesh->vertexAt(face * 3 + 1)) - m_mesh->position(m_mesh->vertexAt(face * 3 + 0)), kEpsilon); + const Vector3 bitangent = cross(normal, tangent); + for (uint32_t i = 0; i < 3; i++) { + const Vector3 &pos = m_mesh->position(m_mesh->vertexAt(face * 3 + i)); + texcoords[i] = Vector2(dot(tangent, pos), dot(bitangent, pos)); } } - void updateCandidate(ChartBuildData *chart, uint32_t f, float metric) + float parametricArea(const Vector2 *texcoords) const { - if (m_faceCandidateArray[f] == (uint32_t)-1) { - const uint32_t index = m_candidateArray.size(); - m_faceCandidateArray[f] = index; - m_candidateArray.resize(index + 1); - m_candidateArray[index].face = f; - m_candidateArray[index].chart = chart; - m_candidateArray[index].metric = metric; - } else { - const uint32_t c = m_faceCandidateArray[f]; - XA_DEBUG_ASSERT(c != (uint32_t)-1); - Candidate &candidate = m_candidateArray[c]; - XA_DEBUG_ASSERT(candidate.face == f); - if (metric < candidate.metric || chart == candidate.chart) { - candidate.metric = metric; - candidate.chart = chart; - } - } + const Vector2 &v1 = texcoords[0]; + const Vector2 &v2 = texcoords[1]; + const Vector2 &v3 = texcoords[2]; + return ((v2.x - v1.x) * (v3.y - v1.y) - (v3.x - v1.x) * (v2.y - v1.y)) * 0.5f; } - void mergeChart(ChartBuildData *owner, ChartBuildData *chart, float sharedBoundaryLength) + float computeStretch(Vector3 p1, Vector3 p2, Vector3 p3, Vector2 t1, Vector2 t2, Vector2 t3) const { - const uint32_t faceCount = chart->faces.size(); - for (uint32_t i = 0; i < faceCount; i++) { - uint32_t f = chart->faces[i]; - XA_DEBUG_ASSERT(m_faceChartArray[f] == chart->id); - m_faceChartArray[f] = owner->id; - owner->faces.push_back(f); - } - // Update adjacencies? - owner->area += chart->area; - owner->boundaryLength += chart->boundaryLength - sharedBoundaryLength; - owner->normalSum += chart->normalSum; - owner->centroidSum += chart->centroidSum; - updateProxy(owner); + float parametricArea = ((t2.y - t1.y) * (t3.x - t1.x) - (t3.y - t1.y) * (t2.x - t1.x)) * 0.5f; + if (isZero(parametricArea, kAreaEpsilon)) + return FLT_MAX; + if (parametricArea < 0.0f) + parametricArea = fabsf(parametricArea); + const float geometricArea = length(cross(p2 - p1, p3 - p1)) * 0.5f; + if (parametricArea <= geometricArea) + return parametricArea / geometricArea; + else + return geometricArea / parametricArea; } - uint32_t facesLeft() const { return m_facesLeft; } - uint32_t chartCount() const { return m_chartArray.size(); } - const Array &chartFaces(uint32_t i) const { return m_chartArray[i]->faces; } - -private: - const Mesh *m_mesh; - Array m_edgeLengths; - Array m_faceAreas; - uint32_t m_facesLeft; - Array m_faceChartArray; - Array m_chartArray; - Array m_candidateArray; - Array m_faceCandidateArray; // Map face index to candidate index. - PriorityQueue m_bestTriangles; - MTRand m_rand; - ChartOptions m_options; + // Return value is positive if the point is one side of the edge, negative if on the other side. + float orientToEdge(Vector2 edgeVertex0, Vector2 edgeVertex1, Vector2 point) const + { + return (edgeVertex0.x - point.x) * (edgeVertex1.y - point.y) - (edgeVertex0.y - point.y) * (edgeVertex1.x - point.x); + } }; +#endif // Estimate quality of existing parameterization. -class ParameterizationQuality -{ -public: - ParameterizationQuality() - { - m_totalTriangleCount = 0; - m_flippedTriangleCount = 0; - m_zeroAreaTriangleCount = 0; - m_parametricArea = 0.0f; - m_geometricArea = 0.0f; - m_stretchMetric = 0.0f; - m_maxStretchMetric = 0.0f; - m_conformalMetric = 0.0f; - m_authalicMetric = 0.0f; - } - - ParameterizationQuality(const Mesh *mesh, Array *flippedFaces) - { - XA_DEBUG_ASSERT(mesh != NULL); - m_totalTriangleCount = 0; - m_flippedTriangleCount = 0; - m_zeroAreaTriangleCount = 0; - m_parametricArea = 0.0f; - m_geometricArea = 0.0f; - m_stretchMetric = 0.0f; - m_maxStretchMetric = 0.0f; - m_conformalMetric = 0.0f; - m_authalicMetric = 0.0f; - const uint32_t faceCount = mesh->faceCount(); +struct Quality +{ + // computeBoundaryIntersection + bool boundaryIntersection = false; + + // computeFlippedFaces + uint32_t totalTriangleCount = 0; + uint32_t flippedTriangleCount = 0; + uint32_t zeroAreaTriangleCount = 0; + + // computeMetrics + float totalParametricArea = 0.0f; + float totalGeometricArea = 0.0f; + float stretchMetric = 0.0f; + float maxStretchMetric = 0.0f; + float conformalMetric = 0.0f; + float authalicMetric = 0.0f; + + void computeBoundaryIntersection(const Mesh *mesh, UniformGrid2 &boundaryGrid) + { + const Array &boundaryEdges = mesh->boundaryEdges(); + const uint32_t boundaryEdgeCount = boundaryEdges.size(); + boundaryGrid.reset(mesh->texcoords(), mesh->indices(), boundaryEdgeCount); + for (uint32_t i = 0; i < boundaryEdgeCount; i++) + boundaryGrid.append(boundaryEdges[i]); + boundaryIntersection = boundaryGrid.intersectSelf(mesh->epsilon()); +#if XA_DEBUG_EXPORT_BOUNDARY_GRID + static int exportIndex = 0; + char filename[256]; + XA_SPRINTF(filename, sizeof(filename), "debug_boundary_grid_%03d.tga", exportIndex); + boundaryGrid.debugExport(filename); + exportIndex++; +#endif + } + + void computeFlippedFaces(const Mesh *mesh, uint32_t faceCount, Array *flippedFaces) + { + totalTriangleCount = flippedTriangleCount = zeroAreaTriangleCount = 0; + if (flippedFaces) + flippedFaces->clear(); for (uint32_t f = 0; f < faceCount; f++) { - uint32_t vertex0 = UINT32_MAX; - Vector3 p[3]; - Vector2 t[3]; - bool isFlipped = false; - for (Mesh::FaceEdgeIterator it(mesh, f); !it.isDone(); it.advance()) { - if (vertex0 == UINT32_MAX) { - vertex0 = it.vertex0(); - p[0] = it.position0(); - t[0] = it.texcoord0(); - } else if (it.vertex1() != vertex0) { - p[1] = it.position0(); - p[2] = it.position1(); - t[1] = it.texcoord0(); - t[2] = it.texcoord1(); - bool isTriFlipped = false; - processTriangle(p, t, &isTriFlipped); - if (isTriFlipped) - isFlipped = true; - } + Vector2 texcoord[3]; + for (int i = 0; i < 3; i++) { + const uint32_t v = mesh->vertexAt(f * 3 + i); + texcoord[i] = mesh->texcoord(v); + } + totalTriangleCount++; + const float t1 = texcoord[0].x; + const float s1 = texcoord[0].y; + const float t2 = texcoord[1].x; + const float s2 = texcoord[1].y; + const float t3 = texcoord[2].x; + const float s3 = texcoord[2].y; + const float parametricArea = ((s2 - s1) * (t3 - t1) - (s3 - s1) * (t2 - t1)) * 0.5f; + if (isZero(parametricArea, kAreaEpsilon)) { + zeroAreaTriangleCount++; + continue; + } + if (parametricArea < 0.0f) { + // Count flipped triangles. + flippedTriangleCount++; + if (flippedFaces) + flippedFaces->push_back(f); } - if (flippedFaces && isFlipped) - flippedFaces->push_back(f); } - if (m_flippedTriangleCount + m_zeroAreaTriangleCount == m_totalTriangleCount) { - // If all triangles are flipped, then none is. - m_flippedTriangleCount = 0; + if (flippedTriangleCount + zeroAreaTriangleCount == totalTriangleCount) { + // If all triangles are flipped, then none are. + if (flippedFaces) + flippedFaces->clear(); + flippedTriangleCount = 0; } - if (m_flippedTriangleCount > m_totalTriangleCount / 2) + if (flippedTriangleCount > totalTriangleCount / 2) { // If more than half the triangles are flipped, reverse the flipped / not flipped classification. - m_flippedTriangleCount = m_totalTriangleCount - m_flippedTriangleCount; + flippedTriangleCount = totalTriangleCount - flippedTriangleCount; if (flippedFaces) { - Array temp(*flippedFaces); + Array temp; + flippedFaces->copyTo(temp); flippedFaces->clear(); for (uint32_t f = 0; f < faceCount; f++) { bool match = false; @@ -6102,234 +6557,305 @@ class ParameterizationQuality } } } - XA_DEBUG_ASSERT(isFinite(m_parametricArea) && m_parametricArea >= 0); - XA_DEBUG_ASSERT(isFinite(m_geometricArea) && m_geometricArea >= 0); - XA_DEBUG_ASSERT(isFinite(m_stretchMetric)); - XA_DEBUG_ASSERT(isFinite(m_maxStretchMetric)); - XA_DEBUG_ASSERT(isFinite(m_conformalMetric)); - XA_DEBUG_ASSERT(isFinite(m_authalicMetric)); - } - - uint32_t flippedTriangleCount() const { return m_flippedTriangleCount; } - uint32_t zeroAreaTriangleCount() const { return m_zeroAreaTriangleCount; } - uint32_t totalTriangleCount() const { return m_totalTriangleCount; } - - float rmsStretchMetric() const - { - if (m_geometricArea == 0) - return 0.0f; - float normFactor = sqrtf(m_parametricArea / m_geometricArea); - return sqrtf(m_stretchMetric / m_geometricArea) * normFactor; - } - - float maxStretchMetric() const - { - if (m_geometricArea == 0) - return 0.0f; - float normFactor = sqrtf(m_parametricArea / m_geometricArea); - return m_maxStretchMetric * normFactor; - } - - float rmsConformalMetric() const - { - if (m_geometricArea == 0) - return 0.0f; - return sqrtf(m_conformalMetric / m_geometricArea); } - float maxAuthalicMetric() const + void computeMetrics(const Mesh *mesh, uint32_t faceCount) { - if (m_geometricArea == 0) - return 0.0f; - return sqrtf(m_authalicMetric / m_geometricArea); + totalGeometricArea = totalParametricArea = 0.0f; + stretchMetric = maxStretchMetric = conformalMetric = authalicMetric = 0.0f; + for (uint32_t f = 0; f < faceCount; f++) { + Vector3 pos[3]; + Vector2 texcoord[3]; + for (int i = 0; i < 3; i++) { + const uint32_t v = mesh->vertexAt(f * 3 + i); + pos[i] = mesh->position(v); + texcoord[i] = mesh->texcoord(v); + } + // Evaluate texture stretch metric. See: + // - "Texture Mapping Progressive Meshes", Sander, Snyder, Gortler & Hoppe + // - "Mesh Parameterization: Theory and Practice", Siggraph'07 Course Notes, Hormann, Levy & Sheffer. + const float t1 = texcoord[0].x; + const float s1 = texcoord[0].y; + const float t2 = texcoord[1].x; + const float s2 = texcoord[1].y; + const float t3 = texcoord[2].x; + const float s3 = texcoord[2].y; + float parametricArea = ((s2 - s1) * (t3 - t1) - (s3 - s1) * (t2 - t1)) * 0.5f; + if (isZero(parametricArea, kAreaEpsilon)) + continue; + if (parametricArea < 0.0f) + parametricArea = fabsf(parametricArea); + const float geometricArea = length(cross(pos[1] - pos[0], pos[2] - pos[0])) / 2; + const Vector3 Ss = (pos[0] * (t2 - t3) + pos[1] * (t3 - t1) + pos[2] * (t1 - t2)) / (2 * parametricArea); + const Vector3 St = (pos[0] * (s3 - s2) + pos[1] * (s1 - s3) + pos[2] * (s2 - s1)) / (2 * parametricArea); + const float a = dot(Ss, Ss); // E + const float b = dot(Ss, St); // F + const float c = dot(St, St); // G + // Compute eigen-values of the first fundamental form: + const float sigma1 = sqrtf(0.5f * max(0.0f, a + c - sqrtf(square(a - c) + 4 * square(b)))); // gamma uppercase, min eigenvalue. + const float sigma2 = sqrtf(0.5f * max(0.0f, a + c + sqrtf(square(a - c) + 4 * square(b)))); // gamma lowercase, max eigenvalue. + XA_ASSERT(sigma2 > sigma1 || equal(sigma1, sigma2, kEpsilon)); + // isometric: sigma1 = sigma2 = 1 + // conformal: sigma1 / sigma2 = 1 + // authalic: sigma1 * sigma2 = 1 + const float rmsStretch = sqrtf((a + c) * 0.5f); + const float rmsStretch2 = sqrtf((square(sigma1) + square(sigma2)) * 0.5f); + XA_DEBUG_ASSERT(equal(rmsStretch, rmsStretch2, 0.01f)); + XA_UNUSED(rmsStretch2); + stretchMetric += square(rmsStretch) * geometricArea; + maxStretchMetric = max(maxStretchMetric, sigma2); + if (!isZero(sigma1, 0.000001f)) { + // sigma1 is zero when geometricArea is zero. + conformalMetric += (sigma2 / sigma1) * geometricArea; + } + authalicMetric += (sigma1 * sigma2) * geometricArea; + // Accumulate total areas. + totalGeometricArea += geometricArea; + totalParametricArea += parametricArea; + } + XA_DEBUG_ASSERT(isFinite(totalParametricArea) && totalParametricArea >= 0); + XA_DEBUG_ASSERT(isFinite(totalGeometricArea) && totalGeometricArea >= 0); + XA_DEBUG_ASSERT(isFinite(stretchMetric)); + XA_DEBUG_ASSERT(isFinite(maxStretchMetric)); + XA_DEBUG_ASSERT(isFinite(conformalMetric)); + XA_DEBUG_ASSERT(isFinite(authalicMetric)); + if (totalGeometricArea > 0.0f) { + const float normFactor = sqrtf(totalParametricArea / totalGeometricArea); + stretchMetric = sqrtf(stretchMetric / totalGeometricArea) * normFactor; + maxStretchMetric *= normFactor; + conformalMetric = sqrtf(conformalMetric / totalGeometricArea); + authalicMetric = sqrtf(authalicMetric / totalGeometricArea); + } } +}; - void operator+=(const ParameterizationQuality &pq) +struct ChartWarningFlags +{ + enum Enum { - m_totalTriangleCount += pq.m_totalTriangleCount; - m_flippedTriangleCount += pq.m_flippedTriangleCount; - m_zeroAreaTriangleCount += pq.m_zeroAreaTriangleCount; - m_parametricArea += pq.m_parametricArea; - m_geometricArea += pq.m_geometricArea; - m_stretchMetric += pq.m_stretchMetric; - m_maxStretchMetric = max(m_maxStretchMetric, pq.m_maxStretchMetric); - m_conformalMetric += pq.m_conformalMetric; - m_authalicMetric += pq.m_authalicMetric; - } + CloseHolesFailed = 1<<1, + FixTJunctionsDuplicatedEdge = 1<<2, + FixTJunctionsFailed = 1<<3, + TriangulateDuplicatedEdge = 1<<4, + }; +}; -private: - void processTriangle(Vector3 q[3], Vector2 p[3], bool *isFlipped) - { - if (isFlipped) - *isFlipped = false; - m_totalTriangleCount++; - // Evaluate texture stretch metric. See: - // - "Texture Mapping Progressive Meshes", Sander, Snyder, Gortler & Hoppe - // - "Mesh Parameterization: Theory and Practice", Siggraph'07 Course Notes, Hormann, Levy & Sheffer. - float t1 = p[0].x; - float s1 = p[0].y; - float t2 = p[1].x; - float s2 = p[1].y; - float t3 = p[2].x; - float s3 = p[2].y; - float geometricArea = length(cross(q[1] - q[0], q[2] - q[0])) / 2; - float parametricArea = ((s2 - s1) * (t3 - t1) - (s3 - s1) * (t2 - t1)) / 2; - if (isZero(parametricArea)) { - m_zeroAreaTriangleCount++; - return; - } - Vector3 Ss = (q[0] * (t2 - t3) + q[1] * (t3 - t1) + q[2] * (t1 - t2)) / (2 * parametricArea); - Vector3 St = (q[0] * (s3 - s2) + q[1] * (s1 - s3) + q[2] * (s2 - s1)) / (2 * parametricArea); - float a = dot(Ss, Ss); // E - float b = dot(Ss, St); // F - float c = dot(St, St); // G - // Compute eigen-values of the first fundamental form: - float sigma1 = sqrtf(0.5f * max(0.0f, a + c - sqrtf(square(a - c) + 4 * square(b)))); // gamma uppercase, min eigenvalue. - float sigma2 = sqrtf(0.5f * max(0.0f, a + c + sqrtf(square(a - c) + 4 * square(b)))); // gamma lowercase, max eigenvalue. - XA_ASSERT(sigma2 > sigma1 || equal(sigma1, sigma2)); - // isometric: sigma1 = sigma2 = 1 - // conformal: sigma1 / sigma2 = 1 - // authalic: sigma1 * sigma2 = 1 - float rmsStretch = sqrtf((a + c) * 0.5f); - float rmsStretch2 = sqrtf((square(sigma1) + square(sigma2)) * 0.5f); - XA_DEBUG_ASSERT(equal(rmsStretch, rmsStretch2, 0.01f)); - XA_UNUSED(rmsStretch2); - if (parametricArea < 0.0f) { - // Count flipped triangles. - m_flippedTriangleCount++; - if (isFlipped) - *isFlipped = true; - parametricArea = fabsf(parametricArea); - } - m_stretchMetric += square(rmsStretch) * geometricArea; - m_maxStretchMetric = max(m_maxStretchMetric, sigma2); - if (!isZero(sigma1, 0.000001f)) { - // sigma1 is zero when geometricArea is zero. - m_conformalMetric += (sigma2 / sigma1) * geometricArea; - } - m_authalicMetric += (sigma1 * sigma2) * geometricArea; - // Accumulate total areas. - m_geometricArea += geometricArea; - m_parametricArea += parametricArea; - //triangleConformalEnergy(q, p); - } - -private: - uint32_t m_totalTriangleCount; - uint32_t m_flippedTriangleCount; - uint32_t m_zeroAreaTriangleCount; - float m_parametricArea; - float m_geometricArea; - float m_stretchMetric; - float m_maxStretchMetric; - float m_conformalMetric; - float m_authalicMetric; +struct ChartCtorBuffers +{ + Array chartMeshIndices; + Array unifiedMeshIndices; + Array boundaryLoops; }; /// A chart is a connected set of faces with a certain topology (usually a disk). class Chart { public: - Chart(const Mesh *originalMesh, const Array &faceArray) : atlasIndex(-1), m_mesh(NULL), m_unifiedMesh(NULL), m_isDisk(false), m_isPlanar(false), m_faceArray(faceArray) + Chart(ChartCtorBuffers &buffers, const Basis &basis, ConstArrayView faces, const Mesh *originalMesh, uint32_t meshId, uint32_t chartGroupId, uint32_t chartId) : m_basis(basis), m_mesh(nullptr), m_unifiedMesh(nullptr), m_unmodifiedUnifiedMesh(nullptr), m_type(ChartType::LSCM), m_warningFlags(0), m_closedHolesCount(0), m_fixedTJunctionsCount(0) { + XA_UNUSED(meshId); + XA_UNUSED(chartGroupId); + XA_UNUSED(chartId); + m_faceArray.copyFrom(faces.data, faces.length); // Copy face indices. - m_mesh = XA_NEW(Mesh); - m_unifiedMesh = XA_NEW(Mesh); - Array chartMeshIndices; - chartMeshIndices.resize(originalMesh->vertexCount(), (uint32_t)~0); - Array unifiedMeshIndices; - unifiedMeshIndices.resize(originalMesh->vertexCount(), (uint32_t)~0); + m_mesh = XA_NEW_ARGS(MemTag::Mesh, Mesh, originalMesh->epsilon(), m_faceArray.size() * 3, m_faceArray.size()); + m_unifiedMesh = XA_NEW_ARGS(MemTag::Mesh, Mesh, originalMesh->epsilon(), m_faceArray.size() * 3, m_faceArray.size()); + Array &chartMeshIndices = buffers.chartMeshIndices; + chartMeshIndices.resize(originalMesh->vertexCount()); + chartMeshIndices.setAll(UINT32_MAX); + Array &unifiedMeshIndices = buffers.unifiedMeshIndices; + unifiedMeshIndices.resize(originalMesh->vertexCount()); + unifiedMeshIndices.setAll(UINT32_MAX); // Add vertices. - const uint32_t faceCount = faceArray.size(); + const uint32_t faceCount = m_initialFaceCount = m_faceArray.size(); for (uint32_t f = 0; f < faceCount; f++) { - for (Mesh::FaceEdgeIterator it(originalMesh, faceArray[f]); !it.isDone(); it.advance()) { - const uint32_t vertex = it.vertex0(); + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = originalMesh->vertexAt(m_faceArray[f] * 3 + i); const uint32_t unifiedVertex = originalMesh->firstColocal(vertex); if (unifiedMeshIndices[unifiedVertex] == (uint32_t)~0) { unifiedMeshIndices[unifiedVertex] = m_unifiedMesh->vertexCount(); - XA_DEBUG_ASSERT(equal(it.position0(), originalMesh->position(unifiedVertex))); - m_unifiedMesh->addVertex(it.position0()); + XA_DEBUG_ASSERT(equal(originalMesh->position(vertex), originalMesh->position(unifiedVertex), originalMesh->epsilon())); + m_unifiedMesh->addVertex(originalMesh->position(vertex)); } if (chartMeshIndices[vertex] == (uint32_t)~0) { chartMeshIndices[vertex] = m_mesh->vertexCount(); m_chartToOriginalMap.push_back(vertex); m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex]); - m_mesh->addVertex(it.position0(), Vector3(0.0f), it.texcoord0()); + m_mesh->addVertex(originalMesh->position(vertex), Vector3(0.0f), originalMesh->texcoord(vertex)); } } } - Array faceIndices; - faceIndices.reserve(7); - // Add faces. - for (uint32_t f = 0; f < faceCount; f++) { - const uint32_t faceFlags = originalMesh->faceFlagsAt(faceArray[f]); - faceIndices.clear(); - for (Mesh::FaceEdgeIterator it(originalMesh, faceArray[f]); !it.isDone(); it.advance()) - faceIndices.push_back(chartMeshIndices[it.vertex0()]); - m_mesh->addFace(faceIndices, faceFlags); - faceIndices.clear(); - for (Mesh::FaceEdgeIterator it(originalMesh, faceArray[f]); !it.isDone(); it.advance()) { - uint32_t unifiedVertex = originalMesh->firstColocal(it.vertex0()); - if (unifiedVertex == UINT32_MAX) - unifiedVertex = it.vertex0(); - faceIndices.push_back(unifiedMeshIndices[unifiedVertex]); - } - m_unifiedMesh->addFace(faceIndices, faceFlags); - } - m_mesh->createBoundaries(); + // Add faces. + for (uint32_t f = 0; f < faceCount; f++) { + uint32_t indices[3], unifiedIndices[3]; + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = originalMesh->vertexAt(m_faceArray[f] * 3 + i); + indices[i] = chartMeshIndices[vertex]; + unifiedIndices[i] = unifiedMeshIndices[originalMesh->firstColocal(vertex)]; + } + Mesh::AddFaceResult::Enum result = m_mesh->addFace(indices); + XA_UNUSED(result); + XA_DEBUG_ASSERT(result == Mesh::AddFaceResult::OK); +#if XA_DEBUG + // Unifying colocals may create degenerate edges. e.g. if two triangle vertices are colocal. + for (int i = 0; i < 3; i++) { + const uint32_t index1 = unifiedIndices[i]; + const uint32_t index2 = unifiedIndices[(i + 1) % 3]; + XA_DEBUG_ASSERT(index1 != index2); + } +#endif + result = m_unifiedMesh->addFace(unifiedIndices); + XA_UNUSED(result); + XA_DEBUG_ASSERT(result == Mesh::AddFaceResult::OK); + } + m_mesh->createBoundaries(); // For AtlasPacker::computeBoundingBox m_unifiedMesh->createBoundaries(); - m_unifiedMesh->linkBoundaries(); - m_isPlanar = meshIsPlanar(*m_unifiedMesh); - if (m_isPlanar) { - m_isDisk = true; - } else { -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_BEFORE_FIX_TJUNCTION + if (meshIsPlanar(*m_unifiedMesh)) + m_type = ChartType::Planar; + else { + m_unifiedMesh->linkBoundaries(); +#if XA_DEBUG_EXPORT_OBJ_BEFORE_FIX_TJUNCTION m_unifiedMesh->writeObjFile("debug_before_fix_tjunction.obj"); #endif - Mesh *fixedUnifiedMesh = meshFixTJunctions(*m_unifiedMesh); + bool duplicatedEdge = false, failed = false; + XA_PROFILE_START(fixChartMeshTJunctions) + Mesh *fixedUnifiedMesh = meshFixTJunctions(*m_unifiedMesh, &duplicatedEdge, &failed, &m_fixedTJunctionsCount); + XA_PROFILE_END(fixChartMeshTJunctions) if (fixedUnifiedMesh) { - m_unifiedMesh->~Mesh(); - XA_FREE(m_unifiedMesh); - m_unifiedMesh = meshUnifyVertices(*fixedUnifiedMesh); - fixedUnifiedMesh->~Mesh(); - XA_FREE(fixedUnifiedMesh); + if (duplicatedEdge) + m_warningFlags |= ChartWarningFlags::FixTJunctionsDuplicatedEdge; + if (failed) + m_warningFlags |= ChartWarningFlags::FixTJunctionsFailed; + m_unmodifiedUnifiedMesh = m_unifiedMesh; + m_unifiedMesh = fixedUnifiedMesh; m_unifiedMesh->createBoundaries(); m_unifiedMesh->linkBoundaries(); + m_initialFaceCount = m_unifiedMesh->faceCount(); // Fixing t-junctions rewrites faces. } // See if there are any holes that need closing. - Array boundaryLoops; + Array &boundaryLoops = buffers.boundaryLoops; meshGetBoundaryLoops(*m_unifiedMesh, boundaryLoops); if (boundaryLoops.size() > 1) { -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_BEFORE_CLOSE_HOLES - m_unifiedMesh->writeObjFile("debug_before_close_holes.obj"); +#if XA_DEBUG_EXPORT_OBJ_CLOSE_HOLES_ERROR + const uint32_t faceCountBeforeHolesClosed = m_unifiedMesh->faceCount(); #endif // Closing the holes is not always the best solution and does not fix all the problems. // We need to do some analysis of the holes and the genus to: // - Find cuts that reduce genus. // - Find cuts to connect holes. // - Use minimal spanning trees or seamster. - closeHoles(boundaryLoops); + XA_PROFILE_START(closeChartMeshHoles) + uint32_t holeCount = 0; +#if XA_DEBUG_EXPORT_OBJ_CLOSE_HOLES_ERROR + Array holeFaceCounts; + failed = !meshCloseHoles(m_unifiedMesh, boundaryLoops, m_basis.normal, &holeFaceCounts); +#else + failed = !meshCloseHoles(m_unifiedMesh, boundaryLoops, m_basis.normal, &holeCount, nullptr); +#endif + XA_PROFILE_END(closeChartMeshHoles) + m_unifiedMesh->createBoundaries(); + m_unifiedMesh->linkBoundaries(); meshGetBoundaryLoops(*m_unifiedMesh, boundaryLoops); - if (boundaryLoops.size() > 1) { -// XA_PRINT_WARNING("Failed to close chart holes\n"); // [Bruno] commented-out -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_FAILED_CLOSE_HOLES - m_unifiedMesh->writeObjFile("debug_failed_close_holes.obj"); + if (failed || boundaryLoops.size() > 1) + m_warningFlags |= ChartWarningFlags::CloseHolesFailed; + m_closedHolesCount = holeCount; +#if XA_DEBUG_EXPORT_OBJ_CLOSE_HOLES_ERROR + if (m_warningFlags & ChartWarningFlags::CloseHolesFailed) { + char filename[256]; + XA_SPRINTF(filename, sizeof(filename), "debug_mesh_%03u_chartgroup_%03u_chart_%03u_close_holes_error.obj", meshId, chartGroupId, chartId); + FILE *file; + XA_FOPEN(file, filename, "w"); + if (file) { + m_unifiedMesh->writeObjVertices(file); + fprintf(file, "s off\n"); + fprintf(file, "o object\n"); + for (uint32_t i = 0; i < faceCountBeforeHolesClosed; i++) + m_unifiedMesh->writeObjFace(file, i); + uint32_t face = faceCountBeforeHolesClosed; + for (uint32_t i = 0; i < holeFaceCounts.size(); i++) { + fprintf(file, "s off\n"); + fprintf(file, "o hole%u\n", i); + for (uint32_t j = 0; j < holeFaceCounts[i]; j++) { + m_unifiedMesh->writeObjFace(file, face); + face++; + } + } + m_unifiedMesh->writeObjBoundaryEges(file); + m_unifiedMesh->writeObjLinkedBoundaries(file); + fclose(file); + } + } #endif + } + } + } + +#if XA_RECOMPUTE_CHARTS + Chart(ChartCtorBuffers &buffers, const Chart *parent, const Mesh *parentMesh, ConstArrayView faces, const Vector2 *texcoords, const Mesh *originalMesh, uint32_t meshId, uint32_t chartGroupId, uint32_t chartId) : m_mesh(nullptr), m_unifiedMesh(nullptr), m_unmodifiedUnifiedMesh(nullptr), m_type(ChartType::Piecewise), m_warningFlags(0), m_closedHolesCount(0), m_fixedTJunctionsCount(0) + { + XA_UNUSED(meshId); + XA_UNUSED(chartGroupId); + XA_UNUSED(chartId); + const uint32_t faceCount = m_initialFaceCount = faces.length; + m_faceArray.resize(faceCount); + for (uint32_t i = 0; i < faceCount; i++) + m_faceArray[i] = parent->m_faceArray[faces[i]]; // Map faces to parent chart original mesh. + // Copy face indices. + m_mesh = XA_NEW_ARGS(MemTag::Mesh, Mesh, originalMesh->epsilon(), m_faceArray.size() * 3, m_faceArray.size()); + m_unifiedMesh = XA_NEW_ARGS(MemTag::Mesh, Mesh, originalMesh->epsilon(), m_faceArray.size() * 3, m_faceArray.size()); + Array &chartMeshIndices = buffers.chartMeshIndices; + chartMeshIndices.resize(originalMesh->vertexCount()); + chartMeshIndices.setAll(UINT32_MAX); + Array &unifiedMeshIndices = buffers.unifiedMeshIndices; + unifiedMeshIndices.resize(originalMesh->vertexCount()); + unifiedMeshIndices.setAll(UINT32_MAX); + // Add vertices. + for (uint32_t f = 0; f < faceCount; f++) { + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = originalMesh->vertexAt(m_faceArray[f] * 3 + i); + const uint32_t unifiedVertex = originalMesh->firstColocal(vertex); + const uint32_t parentVertex = parentMesh->vertexAt(faces[f] * 3 + i); + if (unifiedMeshIndices[unifiedVertex] == (uint32_t)~0) { + unifiedMeshIndices[unifiedVertex] = m_unifiedMesh->vertexCount(); + XA_DEBUG_ASSERT(equal(originalMesh->position(vertex), originalMesh->position(unifiedVertex), originalMesh->epsilon())); + m_unifiedMesh->addVertex(originalMesh->position(vertex), Vector3(0.0f), texcoords[parentVertex]); + } + if (chartMeshIndices[vertex] == (uint32_t)~0) { + chartMeshIndices[vertex] = m_mesh->vertexCount(); + m_chartToOriginalMap.push_back(vertex); + m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex]); + m_mesh->addVertex(originalMesh->position(vertex), Vector3(0.0f), texcoords[parentVertex]); } } - Mesh *triangulatedMesh = meshTriangulate(*m_unifiedMesh); - if (triangulatedMesh) { - m_unifiedMesh->~Mesh(); - XA_FREE(m_unifiedMesh); - m_unifiedMesh = triangulatedMesh; + } + // Add faces. + for (uint32_t f = 0; f < faceCount; f++) { + uint32_t indices[3], unifiedIndices[3]; + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = originalMesh->vertexAt(m_faceArray[f] * 3 + i); + indices[i] = chartMeshIndices[vertex]; + unifiedIndices[i] = unifiedMeshIndices[originalMesh->firstColocal(vertex)]; + } + Mesh::AddFaceResult::Enum result = m_mesh->addFace(indices); + XA_UNUSED(result); + XA_DEBUG_ASSERT(result == Mesh::AddFaceResult::OK); +#if XA_DEBUG + // Unifying colocals may create degenerate edges. e.g. if two triangle vertices are colocal. + for (int i = 0; i < 3; i++) { + const uint32_t index1 = unifiedIndices[i]; + const uint32_t index2 = unifiedIndices[(i + 1) % 3]; + XA_DEBUG_ASSERT(index1 != index2); } - MeshTopology topology(m_unifiedMesh); - m_isDisk = topology.isDisk(); -// [Bruno] commented-out, this can happen and not a problem -// if (!m_isDisk) -// XA_PRINT_WARNING("Chart doesn't have disk topology\n"); +#endif + result = m_unifiedMesh->addFace(unifiedIndices); + XA_UNUSED(result); + XA_DEBUG_ASSERT(result == Mesh::AddFaceResult::OK); } + m_mesh->createBoundaries(); // For AtlasPacker::computeBoundingBox + m_unifiedMesh->createBoundaries(); + m_unifiedMesh->linkBoundaries(); } +#endif ~Chart() { @@ -6341,26 +6867,53 @@ class Chart m_unifiedMesh->~Mesh(); XA_FREE(m_unifiedMesh); } + if (m_unmodifiedUnifiedMesh) { + m_unmodifiedUnifiedMesh->~Mesh(); + XA_FREE(m_unmodifiedUnifiedMesh); + } } - bool isDisk() const { return m_isDisk; } - bool isPlanar() const { return m_isPlanar; } - const ParameterizationQuality ¶mQuality() const { return m_paramQuality; } + const Basis &basis() const { return m_basis; } + ChartType::Enum type() const { return m_type; } + uint32_t warningFlags() const { return m_warningFlags; } + uint32_t closedHolesCount() const { return m_closedHolesCount; } + uint32_t fixedTJunctionsCount() const { return m_fixedTJunctionsCount; } + const Quality &quality() const { return m_quality; } + uint32_t initialFaceCount() const { return m_initialFaceCount; } +#if XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION const Array ¶mFlippedFaces() const { return m_paramFlippedFaces; } +#endif uint32_t mapFaceToSourceFace(uint32_t i) const { return m_faceArray[i]; } const Mesh *mesh() const { return m_mesh; } Mesh *mesh() { return m_mesh; } const Mesh *unifiedMesh() const { return m_unifiedMesh; } Mesh *unifiedMesh() { return m_unifiedMesh; } + const Mesh *unmodifiedUnifiedMesh() const { return m_unmodifiedUnifiedMesh; } uint32_t mapChartVertexToOriginalVertex(uint32_t i) const { return m_chartToOriginalMap[i]; } - void evaluateParameterizationQuality() + void evaluateOrthoQuality(UniformGrid2 &boundaryGrid) + { + XA_PROFILE_START(parameterizeChartsEvaluateQuality) + m_quality.computeBoundaryIntersection(m_unifiedMesh, boundaryGrid); + m_quality.computeFlippedFaces(m_unifiedMesh, m_initialFaceCount, nullptr); + m_quality.computeMetrics(m_unifiedMesh, m_initialFaceCount); + XA_PROFILE_END(parameterizeChartsEvaluateQuality) + // Use orthogonal parameterization if quality is acceptable. + if (!m_quality.boundaryIntersection && m_quality.totalGeometricArea > 0.0f && m_quality.stretchMetric <= 1.1f && m_quality.maxStretchMetric <= 1.25f) + m_type = ChartType::Ortho; + } + + void evaluateQuality(UniformGrid2 &boundaryGrid) { + XA_PROFILE_START(parameterizeChartsEvaluateQuality) + m_quality.computeBoundaryIntersection(m_unifiedMesh, boundaryGrid); #if XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION - m_paramQuality = ParameterizationQuality(m_unifiedMesh, &m_paramFlippedFaces); + m_quality.computeFlippedFaces(m_unifiedMesh, m_initialFaceCount, &m_paramFlippedFaces); #else - m_paramQuality = ParameterizationQuality(m_unifiedMesh, nullptr); + m_quality.computeFlippedFaces(m_unifiedMesh, m_initialFaceCount, nullptr); #endif + // Don't need to call computeMetrics here, that's only used in evaluateOrthoQuality to determine if quality is acceptable enough to use ortho projection. + XA_PROFILE_END(parameterizeChartsEvaluateQuality) } // Transfer parameterization from unified mesh to chart mesh. @@ -6371,29 +6924,6 @@ class Chart m_mesh->texcoord(v) = m_unifiedMesh->texcoord(m_chartToUnifiedMap[v]); } - - // [Bruno] - void importExistingParameterization() - { - float s = ::sqrt(computeSurfaceArea() / computeParametricArea()); - const uint32_t vertexCount = m_mesh->vertexCount(); - for (uint32_t v = 0; v < vertexCount; v++) { - m_mesh->texcoord(v) *= s; - m_unifiedMesh->texcoord(m_chartToUnifiedMap[v]) = m_mesh->texcoord(v); - } - } - - - float computeSurfaceArea() const - { - return m_mesh->computeSurfaceArea(); - } - - float computeParametricArea() const - { - return m_mesh->computeParametricArea(); - } - Vector2 computeParametricBounds() const { Vector2 minCorner(FLT_MAX, FLT_MAX); @@ -6406,112 +6936,15 @@ class Chart return (maxCorner - minCorner) * 0.5f; } - int32_t atlasIndex; - private: - void closeHoles(const Array &boundaryLoops) - { - // Compute lengths. - const uint32_t boundaryCount = boundaryLoops.size(); - Array boundaryLengths; - for (uint32_t i = 0; i < boundaryCount; i++) { - float boundaryLength = 0.0f; - for (Mesh::BoundaryEdgeIterator it(m_unifiedMesh, boundaryLoops[i]); !it.isDone(); it.advance()) { - const Edge *edge = m_unifiedMesh->edgeAt(it.edge()); - const Vector3 &t0 = m_unifiedMesh->position(m_unifiedMesh->vertexAt(edge->index0)); - const Vector3 &t1 = m_unifiedMesh->position(m_unifiedMesh->vertexAt(edge->index1)); - boundaryLength += length(t1 - t0); - } - boundaryLengths.push_back(boundaryLength); - } - // Find disk boundary. - uint32_t diskBoundary = 0; - float maxLength = boundaryLengths[0]; - for (uint32_t i = 1; i < boundaryCount; i++) { - if (boundaryLengths[i] > maxLength) { - maxLength = boundaryLengths[i]; - diskBoundary = i; - } - } - // Close holes. - for (uint32_t i = 0; i < boundaryCount; i++) { - if (diskBoundary == i) { - // Skip disk boundary. - continue; - } - Array vertexLoop; - Array edgeLoop; - startOver: - for (Mesh::BoundaryEdgeIterator it(m_unifiedMesh, boundaryLoops[i]); !it.isDone(); it.advance()) { - const Edge *edge = m_unifiedMesh->edgeAt(it.edge()); - const uint32_t vertex = m_unifiedMesh->vertexAt(edge->index1); - uint32_t j; - for (j = 0; j < vertexLoop.size(); j++) { - if (m_unifiedMesh->areColocal(vertex, vertexLoop[j])) - break; - } - bool isCrossing = (j != vertexLoop.size()); - if (isCrossing) { - // Close loop. - edgeLoop.insertAt(0, edge); - closeLoop(j + 1, edgeLoop); - // Start over again. - vertexLoop.clear(); - edgeLoop.clear(); - goto startOver; // HE mesh version is bugged, actually breaks at end of edge iteration instead. - } - vertexLoop.push_back(vertex); - edgeLoop.insertAt(0, edge); - } - closeLoop(0, edgeLoop); - } - m_unifiedMesh->createBoundaries(); - m_unifiedMesh->linkBoundaries(); - } - - bool closeLoop(uint32_t startVertex, const Array &loop) - { - const uint32_t vertexCount = loop.size() - startVertex; - XA_DEBUG_ASSERT(vertexCount >= 3); - if (vertexCount < 3) - return false; - // If the hole is planar, then we add a single face that will be properly triangulated later. - // If the hole is not planar, we add a triangle fan with a vertex at the hole centroid. - // This is still a bit of a hack. There surely are better hole filling algorithms out there. - Array points; - points.resize(vertexCount); - for (uint32_t i = 0; i < vertexCount; i++) - points[i] = m_unifiedMesh->position(m_unifiedMesh->vertexAt(loop[startVertex + i]->index0)); - const bool isPlanar = Fit::isPlanar(vertexCount, points.data()); - if (isPlanar) { - Array indices; - indices.resize(vertexCount); - for (uint32_t i = 0; i < vertexCount; i++) - indices[i] = m_unifiedMesh->vertexAt(loop[startVertex + i]->index0); - m_unifiedMesh->addFace(indices); - } else { - // If the polygon is not planar, we just cross our fingers, and hope this will work: - // Compute boundary centroid: - Vector3 centroidPos(0.0f); - for (uint32_t i = 0; i < vertexCount; i++) - centroidPos += points[i]; - centroidPos *= (1.0f / vertexCount); - const uint32_t centroidVertex = m_unifiedMesh->vertexCount(); - m_unifiedMesh->addVertex(centroidPos); - // Add one pair of edges for each boundary vertex. - for (uint32_t j = vertexCount - 1, i = 0; i < vertexCount; j = i++) { - const uint32_t vertex1 = m_unifiedMesh->vertexAt(loop[startVertex + j]->index0); - const uint32_t vertex2 = m_unifiedMesh->vertexAt(loop[startVertex + i]->index0); - m_unifiedMesh->addFace(centroidVertex, vertex1, vertex2); - } - } - return true; - } - + Basis m_basis; Mesh *m_mesh; Mesh *m_unifiedMesh; - bool m_isDisk; - bool m_isPlanar; + Mesh *m_unmodifiedUnifiedMesh; // Unified mesh before fixing t-junctions. Null if no t-junctions were fixed + ChartType::Enum m_type; + uint32_t m_warningFlags; + uint32_t m_initialFaceCount; // Before fixing T-junctions and/or closing holes. + uint32_t m_closedHolesCount, m_fixedTJunctionsCount; // List of faces of the original mesh that belong to this chart. Array m_faceArray; @@ -6521,34 +6954,99 @@ class Chart Array m_chartToUnifiedMap; - ParameterizationQuality m_paramQuality; + Quality m_quality; +#if XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION Array m_paramFlippedFaces; +#endif +}; + +struct CreateChartTaskArgs +{ + const Mesh *mesh; + const Basis *basis; + ConstArrayView faces; + uint32_t meshId; + uint32_t chartGroupId; + uint32_t chartId; + ThreadLocal *chartBuffers; + Chart **chart; +}; + +static void runCreateChartTask(void *userData) +{ + XA_PROFILE_START(createChartMeshesThread) + auto args = (CreateChartTaskArgs *)userData; + *(args->chart) = XA_NEW_ARGS(MemTag::Default, Chart, args->chartBuffers->get(), *(args->basis), args->faces, args->mesh, args->meshId, args->chartGroupId, args->chartId); + XA_PROFILE_END(createChartMeshesThread) +} + +struct ParameterizeChartTaskArgs +{ + Chart *chart; + ParameterizeFunc func; + ThreadLocal *boundaryGrid; }; +static void runParameterizeChartTask(void *userData) +{ + auto args = (ParameterizeChartTaskArgs *)userData; + Mesh *mesh = args->chart->unifiedMesh(); + XA_PROFILE_START(parameterizeChartsOrthogonal) + { + // Project vertices to plane. + const uint32_t vertexCount = mesh->vertexCount(); + const Basis &basis = args->chart->basis(); + for (uint32_t i = 0; i < vertexCount; i++) + mesh->texcoord(i) = Vector2(dot(basis.tangent, mesh->position(i)), dot(basis.bitangent, mesh->position(i))); + } + XA_PROFILE_END(parameterizeChartsOrthogonal) + // Computing charts checks for flipped triangles and boundary intersection. Don't need to do that again here if chart is planar. + if (args->chart->type() != ChartType::Planar) + args->chart->evaluateOrthoQuality(args->boundaryGrid->get()); + if (args->chart->type() == ChartType::LSCM) { + XA_PROFILE_START(parameterizeChartsLSCM) + if (args->func) + args->func(&mesh->position(0).x, &mesh->texcoord(0).x, mesh->vertexCount(), mesh->indices(), mesh->indexCount()); + else + computeLeastSquaresConformalMap(mesh); + XA_PROFILE_END(parameterizeChartsLSCM) + args->chart->evaluateQuality(args->boundaryGrid->get()); + } + // Transfer parameterization from unified mesh to chart mesh. + args->chart->transferParameterization(); +} + // Set of charts corresponding to mesh faces in the same face group. class ChartGroup { public: - ChartGroup(uint32_t id, const Mesh *sourceMesh, uint32_t faceGroup) : m_sourceId(sourceMesh->id()), m_id(id), m_isVertexMap(faceGroup == UINT32_MAX) + ChartGroup(uint32_t id, const Mesh *sourceMesh, uint16_t faceGroup) : m_sourceId(sourceMesh->id()), m_id(id), m_isVertexMap(faceGroup == Mesh::kInvalidFaceGroup), m_paramAddedChartsCount(0), m_paramDeletedChartsCount(0) { // Create new mesh from the source mesh, using faces that belong to this group. const uint32_t sourceFaceCount = sourceMesh->faceCount(); - for (uint32_t f = 0; f < sourceFaceCount; f++) { - if (sourceMesh->faceGroupAt(f) == faceGroup) - m_faceArray.push_back(f); + if (!m_isVertexMap) { + m_faceToSourceFaceMap.reserve(sourceMesh->faceGroupFaceCount(faceGroup)); + for (Mesh::GroupFaceIterator it(sourceMesh, faceGroup); !it.isDone(); it.advance()) + m_faceToSourceFaceMap.push_back(it.face()); + } else { + for (uint32_t f = 0; f < sourceFaceCount; f++) { + if (sourceMesh->faceGroupAt(f) == faceGroup) + m_faceToSourceFaceMap.push_back(f); + } } - m_mesh = XA_NEW(Mesh, sourceMesh->flags()); - const uint32_t faceCount = m_faceArray.size(); + // Only initial meshes have face groups and ignored faces. The only flag we care about is HasNormals. + const uint32_t faceCount = m_faceToSourceFaceMap.size(); XA_DEBUG_ASSERT(faceCount > 0); - Array meshIndices; - meshIndices.resize(sourceMesh->vertexCount(), (uint32_t)~0); + const uint32_t approxVertexCount = faceCount * 3; + m_mesh = XA_NEW_ARGS(MemTag::Mesh, Mesh, sourceMesh->epsilon(), approxVertexCount, faceCount, sourceMesh->flags() & MeshFlags::HasNormals); + m_vertexToSourceVertexMap.reserve(approxVertexCount); + HashMap sourceVertexToVertexMap(MemTag::Mesh, approxVertexCount); for (uint32_t f = 0; f < faceCount; f++) { - const Face *face = sourceMesh->faceAt(m_faceArray[f]); - XA_DEBUG_ASSERT(face != NULL); - for (uint32_t i = 0; i < face->nIndices; i++) { - const uint32_t vertex = sourceMesh->vertexAt(face->firstIndex + i); - if (meshIndices[vertex] == (uint32_t)~0) { - meshIndices[vertex] = m_mesh->vertexCount(); + const uint32_t face = m_faceToSourceFaceMap[f]; + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = sourceMesh->vertexAt(face * 3 + i); + if (sourceVertexToVertexMap.get(vertex) == UINT32_MAX) { + sourceVertexToVertexMap.add(vertex); m_vertexToSourceVertexMap.push_back(vertex); Vector3 normal(0.0f); if (sourceMesh->flags() & MeshFlags::HasNormals) @@ -6557,29 +7055,28 @@ class ChartGroup } } } - m_mesh->createColocals(); - Array faceIndices; - faceIndices.reserve(7); // Add faces. for (uint32_t f = 0; f < faceCount; f++) { - const Face *face = sourceMesh->faceAt(m_faceArray[f]); - faceIndices.clear(); - for (uint32_t i = 0; i < face->nIndices; i++) { - const uint32_t vertex = sourceMesh->vertexAt(face->firstIndex + i); - XA_DEBUG_ASSERT(meshIndices[vertex] != (uint32_t)~0); - faceIndices.push_back(meshIndices[vertex]); - } - m_mesh->addFace(faceIndices); + const uint32_t face = m_faceToSourceFaceMap[f]; + uint32_t indices[3]; + for (uint32_t i = 0; i < 3; i++) { + const uint32_t vertex = sourceMesh->vertexAt(face * 3 + i); + indices[i] = sourceVertexToVertexMap.get(vertex); + XA_DEBUG_ASSERT(indices[i] != UINT32_MAX); + } + // Don't copy flags, it doesn't matter if a face is ignored after this point. All ignored faces get their own vertex map (m_isVertexMap) ChartGroup. + // Don't hash edges if m_isVertexMap, they may be degenerate. + Mesh::AddFaceResult::Enum result = m_mesh->addFace(indices, false, !m_isVertexMap); + XA_UNUSED(result); + XA_DEBUG_ASSERT(result == Mesh::AddFaceResult::OK); } - if (!(sourceMesh->flags() & MeshFlags::HasNormals)) - m_mesh->createFaceNormals(); // For isNormalSeam. if (!m_isVertexMap) { + m_mesh->createColocals(); m_mesh->createBoundaries(); - m_mesh->linkBoundaries(); } -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_CHART_GROUPS +#if XA_DEBUG_EXPORT_OBJ_CHART_GROUPS char filename[256]; - sprintf(filename, "debug_mesh_%0.3u_chartgroup_%0.3u.obj", m_sourceId, m_id); + XA_SPRINTF(filename, sizeof(filename), "debug_mesh_%03u_chartgroup_%03u.obj", m_sourceId, m_id); m_mesh->writeObjFile(filename); #else XA_UNUSED(m_id); @@ -6590,16 +7087,18 @@ class ChartGroup { m_mesh->~Mesh(); XA_FREE(m_mesh); - for (uint32_t i = 0; i < m_chartArray.size(); i++) { - m_chartArray[i]->~Chart(); - XA_FREE(m_chartArray[i]); + for (uint32_t i = 0; i < m_charts.size(); i++) { + m_charts[i]->~Chart(); + XA_FREE(m_charts[i]); } } - uint32_t chartCount() const { return m_chartArray.size(); } - Chart *chartAt(uint32_t i) const { return m_chartArray[i]; } + uint32_t chartCount() const { return m_charts.size(); } + Chart *chartAt(uint32_t i) const { return m_charts[i]; } + uint32_t paramAddedChartsCount() const { return m_paramAddedChartsCount; } + uint32_t paramDeletedChartsCount() const { return m_paramDeletedChartsCount; } bool isVertexMap() const { return m_isVertexMap; } - uint32_t mapFaceToSourceFace(uint32_t face) const { return m_faceArray[face]; } + uint32_t mapFaceToSourceFace(uint32_t face) const { return m_faceToSourceFaceMap[face]; } uint32_t mapVertexToSourceVertex(uint32_t i) const { return m_vertexToSourceVertexMap[i]; } const Mesh *mesh() const { return m_mesh; } @@ -6663,162 +7162,286 @@ class ChartGroup - emphasize roundness metrics to prevent those cases. - If interior self-overlaps: preserve boundary parameterization and use mean-value map. */ - void computeCharts(const ChartOptions &options) + void computeCharts(TaskScheduler *taskScheduler, const ChartOptions &options, segment::Atlas &atlas, ThreadLocal *chartBuffers) { + m_chartOptions = options; // This function may be called multiple times, so destroy existing charts. - for (uint32_t i = 0; i < m_chartArray.size(); i++) { - m_chartArray[i]->~Chart(); - XA_FREE(m_chartArray[i]); + for (uint32_t i = 0; i < m_charts.size(); i++) { + m_charts[i]->~Chart(); + XA_FREE(m_charts[i]); } - m_chartArray.clear(); + m_charts.clear(); #if XA_DEBUG_SINGLE_CHART Array chartFaces; chartFaces.resize(m_mesh->faceCount()); for (uint32_t i = 0; i < chartFaces.size(); i++) chartFaces[i] = i; - Chart *chart = XA_NEW(Chart, m_mesh, chartFaces); - m_chartArray.push_back(chart); + Chart *chart = XA_NEW_ARGS(MemTag::Default, Chart, m_mesh, chartFaces, m_sourceId, m_id, 0); + m_charts.push_back(chart); #else - AtlasBuilder builder(m_mesh, options); - if (builder.facesLeft() != 0) { - // This seems a reasonable estimate. - uint32_t maxSeedCount = max(6U, builder.facesLeft()); - // Create initial charts greedely. - builder.placeSeeds(options.maxThreshold, maxSeedCount); - builder.updateProxies(); - builder.mergeCharts(); - builder.relocateSeeds(); - builder.resetCharts(); - // Restart process growing charts in parallel. - uint32_t iteration = 0; - while (true) { - if (!builder.growCharts(options.maxThreshold, options.growFaceCount)) { - // If charts cannot grow more: fill holes, merge charts, relocate seeds and start new iteration. - builder.fillHoles(options.maxThreshold); - builder.updateProxies(); - builder.mergeCharts(); - if (!builder.relocateSeeds()) - break; - if (iteration == options.maxIterations) - break; - iteration++; - builder.resetCharts(); - } - } - // Make sure no holes are left! - XA_DEBUG_ASSERT(builder.facesLeft() == 0); - const uint32_t chartCount = builder.chartCount(); + XA_PROFILE_START(buildAtlas) + atlas.reset(m_sourceId, m_id, m_mesh, options); + buildAtlas(atlas, options); + XA_PROFILE_END(buildAtlas) + const uint32_t chartCount = atlas.chartCount(); + m_charts.resize(chartCount); + Array taskArgs; + taskArgs.resize(chartCount); + for (uint32_t i = 0; i < chartCount; i++) { + CreateChartTaskArgs &args = taskArgs[i]; + args.basis = &atlas.chartBasis(i); + args.faces = atlas.chartFaces(i); + args.mesh = m_mesh; + args.meshId = m_sourceId; + args.chartGroupId = m_id; + args.chartId = i; + args.chartBuffers = chartBuffers; + args.chart = &m_charts[i]; + } + XA_PROFILE_START(createChartMeshesReal) + TaskGroupHandle taskGroup = taskScheduler->createTaskGroup(chartCount); + for (uint32_t i = 0; i < chartCount; i++) { + Task task; + task.userData = &taskArgs[i]; + task.func = runCreateChartTask; + taskScheduler->run(taskGroup, task); + } + taskScheduler->wait(&taskGroup); + XA_PROFILE_END(createChartMeshesReal) +#endif +#if XA_DEBUG_EXPORT_OBJ_CHARTS + char filename[256]; + XA_SPRINTF(filename, sizeof(filename), "debug_mesh_%03u_chartgroup_%03u_charts.obj", m_sourceId, m_id); + FILE *file; + XA_FOPEN(file, filename, "w"); + if (file) { + m_mesh->writeObjVertices(file); for (uint32_t i = 0; i < chartCount; i++) { - Chart *chart = XA_NEW(Chart, m_mesh, builder.chartFaces(i)); - m_chartArray.push_back(chart); + fprintf(file, "o chart_%04d\n", i); + fprintf(file, "s off\n"); + const Array &faces = builder.chartFaces(i); + for (uint32_t f = 0; f < faces.size(); f++) + m_mesh->writeObjFace(file, faces[f]); + } + m_mesh->writeObjBoundaryEges(file); + m_mesh->writeObjLinkedBoundaries(file); + fclose(file); + } +#endif + } + +#if XA_RECOMPUTE_CHARTS + void parameterizeCharts(TaskScheduler *taskScheduler, ParameterizeFunc func, ThreadLocal *boundaryGrid, ThreadLocal *chartBuffers, ThreadLocal *piecewiseParam) +#else + void parameterizeCharts(TaskScheduler* taskScheduler, ParameterizeFunc func, ThreadLocal* boundaryGrid, ThreadLocal* /*chartBuffers*/) +#endif + { + m_paramAddedChartsCount = 0; + const uint32_t chartCount = m_charts.size(); + Array taskArgs; + taskArgs.resize(chartCount); + TaskGroupHandle taskGroup = taskScheduler->createTaskGroup(chartCount); + for (uint32_t i = 0; i < chartCount; i++) { + ParameterizeChartTaskArgs &args = taskArgs[i]; + args.chart = m_charts[i]; + args.func = func; + args.boundaryGrid = boundaryGrid; + Task task; + task.userData = &args; + task.func = runParameterizeChartTask; + taskScheduler->run(taskGroup, task); + } + taskScheduler->wait(&taskGroup); +#if XA_RECOMPUTE_CHARTS + // Find charts with invalid parameterizations. + Array invalidCharts; + for (uint32_t i = 0; i < chartCount; i++) { + Chart *chart = m_charts[i]; + const Quality &quality = chart->quality(); + if (quality.boundaryIntersection || quality.flippedTriangleCount > 0) + invalidCharts.push_back(chart); + } + if (invalidCharts.isEmpty()) + return; + // Recompute charts with invalid parameterizations. + PiecewiseParam &pp = piecewiseParam->get(); + for (uint32_t i = 0; i < invalidCharts.size(); i++) { + Chart *invalidChart = invalidCharts[i]; + // Fixing t-junctions rewrites unified mesh faces, and we need to map faces back to input mesh. So use the unmodified unified mesh. + const Mesh *invalidMesh = invalidChart->unmodifiedUnifiedMesh(); + uint32_t faceCount = 0; + if (invalidMesh) { + faceCount = invalidMesh->faceCount(); + } else { + invalidMesh = invalidChart->unifiedMesh(); + faceCount = invalidChart->initialFaceCount(); // Not invalidMesh->faceCount(). Don't want faces added by hole closing. } -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_CHARTS + pp.reset(invalidMesh, faceCount); +#if XA_DEBUG_EXPORT_OBJ_RECOMPUTED_CHARTS char filename[256]; - sprintf(filename, "debug_mesh_%0.3u_chartgroup_%0.3u_charts.obj", m_sourceId, m_id); - FILE *file = fopen(filename, "w"); - if (file) { - m_mesh->writeObjVertices(file); - for (uint32_t i = 0; i < chartCount; i++) { - fprintf(file, "o chart_%0.4d\n", i); + XA_SPRINTF(filename, sizeof(filename), "debug_mesh_%03u_chartgroup_%03u_recomputed_chart_%03u.obj", m_sourceId, m_id, m_paramAddedChartsCount); + FILE *file; + XA_FOPEN(file, filename, "w"); + uint32_t subChartIndex = 0; +#endif + for (;;) { + if (!pp.computeChart()) + break; + Chart *chart = XA_NEW_ARGS(MemTag::Default, Chart, chartBuffers->get(), invalidChart, invalidMesh, pp.chartFaces(), pp.texcoords(), m_mesh, m_sourceId, m_id, m_charts.size()); + m_charts.push_back(chart); +#if XA_DEBUG_EXPORT_OBJ_RECOMPUTED_CHARTS + if (file) { + for (uint32_t j = 0; j < invalidMesh->vertexCount(); j++) { + fprintf(file, "v %g %g %g\n", invalidMesh->position(j).x, invalidMesh->position(j).y, invalidMesh->position(j).z); + fprintf(file, "vt %g %g\n", pp.texcoords()[j].x, pp.texcoords()[j].y); + } + fprintf(file, "o chart%03u\n", subChartIndex); fprintf(file, "s off\n"); - const Array &faces = builder.chartFaces(i); - for (uint32_t f = 0; f < faces.size(); f++) - m_mesh->writeObjFace(file, faces[f]); + for (uint32_t f = 0; f < pp.chartFaces().length; f++) { + fprintf(file, "f "); + const uint32_t face = pp.chartFaces()[f]; + for (uint32_t j = 0; j < 3; j++) { + const uint32_t index = invalidMesh->vertexCount() * subChartIndex + invalidMesh->vertexAt(face * 3 + j) + 1; // 1-indexed + fprintf(file, "%d/%d/%c", index, index, j == 2 ? '\n' : ' '); + } + } } - m_mesh->writeObjBoundaryEges(file); - m_mesh->writeObjLinkedBoundaries(file); - fclose(file); + subChartIndex++; +#endif + m_paramAddedChartsCount++; } +#if XA_DEBUG_EXPORT_OBJ_RECOMPUTED_CHARTS + if (file) + fclose(file); #endif } -#endif + // Remove and delete the invalid charts. + for (uint32_t i = 0; i < invalidCharts.size(); i++) { + Chart *chart = invalidCharts[i]; + removeChart(chart); + chart->~Chart(); + XA_FREE(chart); + m_paramDeletedChartsCount++; + } +#endif // XA_RECOMPUTE_CHARTS } - - // [Bruno] - void makeSingleChart() { - for (uint32_t i = 0; i < m_chartArray.size(); i++) { - m_chartArray[i]->~Chart(); - XA_FREE(m_chartArray[i]); - } - m_chartArray.clear(); - - Array chartFaces; - chartFaces.resize(m_mesh->faceCount()); - for (uint32_t i = 0; i < chartFaces.size(); i++) - chartFaces[i] = i; - Chart *chart = XA_NEW(Chart, m_mesh, chartFaces); - m_chartArray.push_back(chart); +private: + void buildAtlas(segment::Atlas &atlas, const ChartOptions &options) + { + if (atlas.facesLeft() == 0) + return; + // Create initial charts greedely. + atlas.placeSeeds(options.maxThreshold * 0.5f); + if (options.maxIterations == 0) { + XA_DEBUG_ASSERT(atlas.facesLeft() == 0); + return; + } + atlas.relocateSeeds(); + atlas.resetCharts(); + // Restart process growing charts in parallel. + uint32_t iteration = 0; + for (;;) { + atlas.growCharts(options.maxThreshold); + // When charts cannot grow more: fill holes, merge charts, relocate seeds and start new iteration. + atlas.fillHoles(options.maxThreshold * 0.5f); +#if XA_MERGE_CHARTS + atlas.mergeCharts(); +#endif + if (++iteration == options.maxIterations) + break; + if (!atlas.relocateSeeds()) + break; + atlas.resetCharts(); + } + // Make sure no holes are left! + XA_DEBUG_ASSERT(atlas.facesLeft() == 0); } - - void parameterizeCharts(ParameterizeFunc func) + void removeChart(const Chart *chart) { - ParameterizationQuality globalParameterizationQuality; - // Parameterize the charts. - const uint32_t chartCount = m_chartArray.size(); - for (uint32_t i = 0; i < chartCount; i++) { - Chart *chart = m_chartArray[i]; - Mesh *mesh = chart->unifiedMesh(); - if (mesh->faceCount() == 1) { - computeSingleFaceMap(mesh); - } else { - computeOrthogonalProjectionMap(mesh); - if (func) { - func(&mesh->position(0).x, &mesh->texcoord(0).x, mesh->vertexCount(), mesh->indices(), mesh->indexCount(), chart->isPlanar()); - } else if (chart->isDisk() && !chart->isPlanar()) { - computeLeastSquaresConformalMap(mesh); - } - } - // @@ Check that parameterization quality is above a certain threshold. - // @@ Detect boundary self-intersections. - chart->evaluateParameterizationQuality(); - globalParameterizationQuality += chart->paramQuality(); - // Transfer parameterization from unified mesh to chart mesh. - chart->transferParameterization(); - } - XA_PRINT("Parameterized %d charts\n", chartCount); - XA_PRINT(" RMS stretch metric: %g\n", globalParameterizationQuality.rmsStretchMetric()); - XA_PRINT(" MAX stretch metric: %g\n", globalParameterizationQuality.maxStretchMetric()); - XA_PRINT(" RMS conformal metric: %g\n", globalParameterizationQuality.rmsConformalMetric()); - XA_PRINT(" RMS authalic metric: %g\n", globalParameterizationQuality.maxAuthalicMetric()); + for (uint32_t i = 0; i < m_charts.size(); i++) { + if (m_charts[i] == chart) { + m_charts.removeAt(i); + return; + } + } } -private: uint32_t m_sourceId, m_id; bool m_isVertexMap; Mesh *m_mesh; - Array m_faceArray; // List of faces of the source mesh that belong to this chart group. + Array m_faceToSourceFaceMap; // List of faces of the source mesh that belong to this chart group. Array m_vertexToSourceVertexMap; // Map vertices of the mesh to vertices of the source mesh. - Array m_chartArray; + Array m_charts; + ChartOptions m_chartOptions; + uint32_t m_paramAddedChartsCount; // Number of new charts added by recomputing charts with invalid parameterizations. + uint32_t m_paramDeletedChartsCount; // Number of charts with invalid parameterizations that were deleted, after charts were recomputed. }; -struct ComputeChartsJobArgs +struct CreateChartGroupTaskArgs { + uint16_t faceGroup; + uint32_t groupId; + const Mesh *mesh; + ChartGroup **chartGroup; +}; + +static void runCreateChartGroupTask(void *userData) +{ + XA_PROFILE_START(addMeshCreateChartGroupsThread) + auto args = (CreateChartGroupTaskArgs *)userData; + *(args->chartGroup) = XA_NEW_ARGS(MemTag::Default, ChartGroup, args->groupId, args->mesh, args->faceGroup); + XA_PROFILE_END(addMeshCreateChartGroupsThread) +} + +struct ComputeChartsTaskArgs +{ + TaskScheduler *taskScheduler; ChartGroup *chartGroup; + ThreadLocal *atlas; + ThreadLocal *chartBuffers; const ChartOptions *options; - task::Progress *progress; + Progress *progress; }; static void runComputeChartsJob(void *userData) { - ComputeChartsJobArgs *args = (ComputeChartsJobArgs *)userData; - args->chartGroup->computeCharts(*args->options); + auto args = (ComputeChartsTaskArgs *)userData; + if (args->progress->cancel) + return; + XA_PROFILE_START(computeChartsThread) + args->chartGroup->computeCharts(args->taskScheduler, *args->options, args->atlas->get(), args->chartBuffers); + XA_PROFILE_END(computeChartsThread) args->progress->value++; args->progress->update(); } -struct ParameterizeChartsJobArgs +struct ParameterizeChartsTaskArgs { + TaskScheduler *taskScheduler; ChartGroup *chartGroup; ParameterizeFunc func; - task::Progress *progress; + ThreadLocal *boundaryGrid; + ThreadLocal *chartBuffers; +#if XA_RECOMPUTE_CHARTS + ThreadLocal *piecewiseParam; +#endif + Progress *progress; }; static void runParameterizeChartsJob(void *userData) { - ParameterizeChartsJobArgs *args = (ParameterizeChartsJobArgs *)userData; - args->chartGroup->parameterizeCharts(args->func); + auto args = (ParameterizeChartsTaskArgs *)userData; + if (args->progress->cancel) + return; + XA_PROFILE_START(parameterizeChartsThread) +#if XA_RECOMPUTE_CHARTS + args->chartGroup->parameterizeCharts(args->taskScheduler, args->func, args->boundaryGrid, args->chartBuffers, args->piecewiseParam); +#else + args->chartGroup->parameterizeCharts(args->taskScheduler, args->func, args->boundaryGrid, args->chartBuffers); +#endif + XA_PROFILE_END(parameterizeChartsThread) args->progress->value++; args->progress->update(); } @@ -6827,7 +7450,7 @@ static void runParameterizeChartsJob(void *userData) class Atlas { public: - Atlas() : m_chartsComputed(false), m_chartsParameterized(false), m_meshCount(0) {} + Atlas() : m_meshCount(0), m_chartsComputed(false), m_chartsParameterized(false) {} ~Atlas() { @@ -6839,7 +7462,8 @@ class Atlas bool chartsComputed() const { return m_chartsComputed; } bool chartsParameterized() const { return m_chartsParameterized; } - uint32_t meshCount() const { return m_meshCount; } + uint32_t chartGroupCount() const { return m_chartGroups.size(); } + const ChartGroup *chartGroupAt(uint32_t index) const { return m_chartGroups[index]; } uint32_t chartGroupCount(uint32_t mesh) const { @@ -6851,21 +7475,7 @@ class Atlas return count; } - const ChartGroup *chartGroupAt(uint32_t mesh, uint32_t group) const - { - for (uint32_t c = 0; c < m_chartGroups.size(); c++) { - if (m_chartGroupSourceMeshes[c] != mesh) - continue; - if (group == 0) - return m_chartGroups[c]; - group--; - } - return NULL; - } - - - // [Bruno] non-const version of the function above. - ChartGroup *chartGroupAt(uint32_t mesh, uint32_t group) + const ChartGroup *chartGroupAt(uint32_t mesh, uint32_t group) const { for (uint32_t c = 0; c < m_chartGroups.size(); c++) { if (m_chartGroupSourceMeshes[c] != mesh) @@ -6874,365 +7484,504 @@ class Atlas return m_chartGroups[c]; group--; } - return NULL; - } - - uint32_t chartCount() const - { - uint32_t count = 0; - for (uint32_t i = 0; i < m_chartGroups.size(); i++) - count += m_chartGroups[i]->chartCount(); - return count; + return nullptr; } - Chart *chartAt(uint32_t i) + // This function is thread safe. + void addMesh(TaskScheduler *taskScheduler, const Mesh *mesh) { - for (uint32_t c = 0; c < m_chartGroups.size(); c++) { - uint32_t count = m_chartGroups[c]->chartCount(); - if (i < count) { - return m_chartGroups[c]->chartAt(i); - } - i -= count; + // Create one chart group per face group. + // If there's any ignored faces in the mesh, create an extra face group for that (vertex map). + // Chart group creation is slow since it copies a chunk of the source mesh, so use tasks. + Array chartGroups; + chartGroups.resize(mesh->faceGroupCount() + (mesh->ignoredFaceCount() > 0 ? 1 : 0)); + Array taskArgs; + taskArgs.resize(chartGroups.size()); + for (uint32_t g = 0; g < chartGroups.size(); g++) { + CreateChartGroupTaskArgs &args = taskArgs[g]; + args.chartGroup = &chartGroups[g]; + args.faceGroup = uint16_t(g < mesh->faceGroupCount() ? g : Mesh::kInvalidFaceGroup); + args.groupId = g; + args.mesh = mesh; + } + TaskGroupHandle taskGroup = taskScheduler->createTaskGroup(chartGroups.size()); + for (uint32_t g = 0; g < chartGroups.size(); g++) { + Task task; + task.userData = &taskArgs[g]; + task.func = runCreateChartGroupTask; + taskScheduler->run(taskGroup, task); + } + taskScheduler->wait(&taskGroup); + // Thread-safe append. + m_addMeshMutex.lock(); + for (uint32_t g = 0; g < chartGroups.size(); g++) { + m_chartGroups.push_back(chartGroups[g]); + m_chartGroupSourceMeshes.push_back(mesh->id()); } - return NULL; - } - - void addMesh(const Mesh *mesh) - { - // Get list of face groups. - const uint32_t faceCount = mesh->faceCount(); - Array faceGroups; - for (uint32_t f = 0; f < faceCount; f++) { - const uint32_t group = mesh->faceGroupAt(f); - bool exists = false; - for (uint32_t g = 0; g < faceGroups.size(); g++) { - if (faceGroups[g] == group) { - exists = true; - break; + m_meshCount++; + m_addMeshMutex.unlock(); + } + + // Chart id/index is determined by depth-first hierarchy of mesh -> chart group -> chart. + // For chart index to be consistent here, chart groups needs to sorted by mesh index. Since addMesh is called by multithreaded tasks, order is indeterminate, so chart groups need to be explicitly sorted after all meshes are added. + void sortChartGroups() + { + Array oldChartGroups; + oldChartGroups.resize(m_chartGroups.size()); + memcpy(oldChartGroups.data(), m_chartGroups.data(), sizeof(ChartGroup *) * m_chartGroups.size()); + Array oldChartGroupSourceMeshes; + oldChartGroupSourceMeshes.resize(m_chartGroupSourceMeshes.size()); + memcpy(oldChartGroupSourceMeshes.data(), m_chartGroupSourceMeshes.data(), sizeof(uint32_t) * m_chartGroupSourceMeshes.size()); + uint32_t current = 0; + for (uint32_t i = 0; i < m_meshCount; i++) { + for (uint32_t j = 0; j < oldChartGroups.size(); j++) { + if (oldChartGroupSourceMeshes[j] == i) { + m_chartGroups[current] = oldChartGroups[j]; + m_chartGroupSourceMeshes[current] = oldChartGroupSourceMeshes[j]; + current++; } } - if (!exists) - faceGroups.push_back(group); - } - // Create one chart group per face group. - for (uint32_t g = 0; g < faceGroups.size(); g++) { - ChartGroup *chartGroup = XA_NEW(ChartGroup, g, mesh, faceGroups[g]); - m_chartGroups.push_back(chartGroup); - m_chartGroupSourceMeshes.push_back(m_meshCount); } - m_meshCount++; } - void computeCharts(task::Scheduler *taskScheduler, const ChartOptions &options, ProgressFunc progressFunc, void *progressUserData) + bool computeCharts(TaskScheduler *taskScheduler, const ChartOptions &options, ProgressFunc progressFunc, void *progressUserData) { m_chartsComputed = false; m_chartsParameterized = false; - uint32_t jobCount = 0; + // Ignore vertex maps. + uint32_t chartGroupCount = 0; for (uint32_t i = 0; i < m_chartGroups.size(); i++) { if (!m_chartGroups[i]->isVertexMap()) - jobCount++; + chartGroupCount++; } - task::Progress progress(ProgressCategory::ComputeCharts, progressFunc, progressUserData, jobCount); - Array jobArgs; - jobArgs.reserve(jobCount); + Progress progress(ProgressCategory::ComputeCharts, progressFunc, progressUserData, chartGroupCount); + ThreadLocal atlas; + ThreadLocal chartBuffers; + Array taskArgs; + taskArgs.reserve(chartGroupCount); for (uint32_t i = 0; i < m_chartGroups.size(); i++) { if (!m_chartGroups[i]->isVertexMap()) { - ComputeChartsJobArgs args; + ComputeChartsTaskArgs args; + args.taskScheduler = taskScheduler; args.chartGroup = m_chartGroups[i]; + args.atlas = &atlas; + args.chartBuffers = &chartBuffers; args.options = &options; args.progress = &progress; - jobArgs.push_back(args); - } - } - task::Sync sync; - for (uint32_t i = 0; i < jobCount; i++) { - task::Job job; - job.userData = &jobArgs[i]; - job.func = runComputeChartsJob; - taskScheduler->run(job, &sync); - } - taskScheduler->waitFor(sync); + taskArgs.push_back(args); + } + } + // Sort chart groups by mesh indexCount. + m_chartGroupsRadix = RadixSort(); + Array chartGroupSortData; + chartGroupSortData.resize(chartGroupCount); + for (uint32_t i = 0; i < chartGroupCount; i++) + chartGroupSortData[i] = (float)taskArgs[i].chartGroup->mesh()->indexCount(); + m_chartGroupsRadix.sort(chartGroupSortData); + // Larger chart group meshes are added first to reduce the chance of thread starvation. + TaskGroupHandle taskGroup = taskScheduler->createTaskGroup(chartGroupCount); + for (uint32_t i = 0; i < chartGroupCount; i++) { + Task task; + task.userData = &taskArgs[m_chartGroupsRadix.ranks()[chartGroupCount - i - 1]]; + task.func = runComputeChartsJob; + taskScheduler->run(taskGroup, task); + } + taskScheduler->wait(&taskGroup); + if (progress.cancel) + return false; m_chartsComputed = true; + return true; } - void parameterizeCharts(task::Scheduler *taskScheduler, ParameterizeFunc func, ProgressFunc progressFunc, void *progressUserData) + bool parameterizeCharts(TaskScheduler *taskScheduler, ParameterizeFunc func, ProgressFunc progressFunc, void *progressUserData) { m_chartsParameterized = false; - uint32_t jobCount = 0; + // Ignore vertex maps. + uint32_t chartGroupCount = 0; for (uint32_t i = 0; i < m_chartGroups.size(); i++) { if (!m_chartGroups[i]->isVertexMap()) - jobCount++; + chartGroupCount++; } - task::Progress progress(ProgressCategory::ParameterizeCharts, progressFunc, progressUserData, jobCount); - Array jobArgs; - jobArgs.reserve(jobCount); + Progress progress(ProgressCategory::ParameterizeCharts, progressFunc, progressUserData, chartGroupCount); + ThreadLocal boundaryGrid; // For Quality boundary intersection. + ThreadLocal chartBuffers; +#if XA_RECOMPUTE_CHARTS + ThreadLocal piecewiseParam; +#endif + Array taskArgs; + taskArgs.reserve(chartGroupCount); for (uint32_t i = 0; i < m_chartGroups.size(); i++) { if (!m_chartGroups[i]->isVertexMap()) { - ParameterizeChartsJobArgs args; + ParameterizeChartsTaskArgs args; + args.taskScheduler = taskScheduler; args.chartGroup = m_chartGroups[i]; args.func = func; + args.boundaryGrid = &boundaryGrid; + args.chartBuffers = &chartBuffers; +#if XA_RECOMPUTE_CHARTS + args.piecewiseParam = &piecewiseParam; +#endif args.progress = &progress; - jobArgs.push_back(args); - } - } - task::Sync sync; - for (uint32_t i = 0; i < jobCount; i++) { - task::Job job; - job.userData = &jobArgs[i]; - job.func = runParameterizeChartsJob; - taskScheduler->run(job, &sync); - } - taskScheduler->waitFor(sync); - // Save original texcoords so PackCharts can be called multiple times (packing overwrites the texcoords). - const uint32_t nCharts = chartCount(); - m_originalChartTexcoords.resize(nCharts); - for (uint32_t i = 0; i < nCharts; i++) { - const Mesh *mesh = chartAt(i)->mesh(); - m_originalChartTexcoords[i].resize(mesh->vertexCount()); - for (uint32_t j = 0; j < mesh->vertexCount(); j++) - m_originalChartTexcoords[i][j] = mesh->texcoord(j); - } - m_chartsParameterized = true; - } - - void restoreOriginalChartTexcoords() - { - const uint32_t nCharts = chartCount(); - for (uint32_t i = 0; i < nCharts; i++) { - Mesh *mesh = chartAt(i)->mesh(); - for (uint32_t j = 0; j < mesh->vertexCount(); j++) - mesh->texcoord(j) = m_originalChartTexcoords[i][j]; - } - } - - // [Bruno] - uint32_t importExistingCharts() - { - uint32_t chartCount = 0; - XA_PRINT("Importing existing charts\n"); - for (uint32_t i = 0; i < meshCount(); i++) { - for (uint32_t j = 0; j < chartGroupCount(i); j++) { - // printf("%d %d\n",i,j); - internal::param::ChartGroup *chartGroup = chartGroupAt(i, j); - chartGroup->makeSingleChart(); - if (!chartGroup->isVertexMap()) { - chartCount += chartGroup->chartCount(); - } + taskArgs.push_back(args); + } } - } - m_chartsComputed = true; - return chartCount; - } - - - // [Bruno] - void importExistingParameterization() - { - ParameterizationQuality globalParameterizationQuality; - - const uint32_t nCharts = chartCount(); - m_originalChartTexcoords.resize(nCharts); - for (uint32_t i = 0; i < nCharts; i++) { - Chart* chart = chartAt(i); - - chart->importExistingParameterization(); - chart->evaluateParameterizationQuality(); - - globalParameterizationQuality += chart->paramQuality(); - - const Mesh *mesh = chart->mesh(); - m_originalChartTexcoords[i].resize(mesh->vertexCount()); - for (uint32_t j = 0; j < mesh->vertexCount(); j++) { - m_originalChartTexcoords[i][j] = mesh->texcoord(j); + // Larger chart group meshes are added first to reduce the chance of thread starvation. + TaskGroupHandle taskGroup = taskScheduler->createTaskGroup(chartGroupCount); + for (uint32_t i = 0; i < chartGroupCount; i++) { + Task task; + task.userData = &taskArgs[m_chartGroupsRadix.ranks()[chartGroupCount - i - 1]]; + task.func = runParameterizeChartsJob; + taskScheduler->run(taskGroup, task); } - } - - XA_PRINT("Imported Parameterization for %d charts\n", nCharts); - XA_PRINT(" RMS stretch metric: %g\n", globalParameterizationQuality.rmsStretchMetric()); - XA_PRINT(" MAX stretch metric: %g\n", globalParameterizationQuality.maxStretchMetric()); - XA_PRINT(" RMS conformal metric: %g\n", globalParameterizationQuality.rmsConformalMetric()); - XA_PRINT(" RMS authalic metric: %g\n", globalParameterizationQuality.maxAuthalicMetric()); - - - m_chartsParameterized = true; + taskScheduler->wait(&taskGroup); + if (progress.cancel) + return false; + m_chartsParameterized = true; + return true; } - - private: +private: + std::mutex m_addMeshMutex; + uint32_t m_meshCount; bool m_chartsComputed; bool m_chartsParameterized; - uint32_t m_meshCount; Array m_chartGroups; + RadixSort m_chartGroupsRadix; // By mesh indexCount. Array m_chartGroupSourceMeshes; - Array > m_originalChartTexcoords; }; -#define XA_OVERLAP_CHARTS(body) \ - const int w = chartBitImage->width(); \ - const int h = chartBitImage->height(); \ - if (r == 0) { \ - for (int y = 0; y < h; y++) { \ - int yy = y + offset_y; \ - if (yy >= 0) { \ - for (int x = 0; x < w; x++) { \ - int xx = x + offset_x; \ - if (xx >= 0) { \ - if (chartBitImage->bitAt(x, y)) { \ - if (xx < atlas_w && yy < atlas_h) { \ - body \ - } \ - } \ - } \ - } \ - } \ - } \ - } \ - else if (r == 1) { \ - for (int y = 0; y < h; y++) { \ - int xx = y + offset_x; \ - if (xx >= 0) { \ - for (int x = 0; x < w; x++) { \ - int yy = x + offset_y; \ - if (yy >= 0) { \ - if (chartBitImage->bitAt(x, y)) { \ - if (xx < atlas_w && yy < atlas_h) { \ - body \ - } \ - } \ - } \ - } \ - } \ - } \ - } - -#if XA_DEBUG_EXPORT_ATLAS_IMAGES -const uint8_t TGA_TYPE_RGB = 2; -const uint8_t TGA_ORIGIN_UPPER = 0x20; +} // namespace param -#pragma pack(push, 1) -struct TgaHeader -{ - uint8_t id_length; - uint8_t colormap_type; - uint8_t image_type; - uint16_t colormap_index; - uint16_t colormap_length; - uint8_t colormap_size; - uint16_t x_origin; - uint16_t y_origin; - uint16_t width; - uint16_t height; - uint8_t pixel_size; - uint8_t flags; - enum { Size = 18 }; -}; -#pragma pack(pop) +namespace pack { -class DebugAtlasImage +class AtlasImage { public: - DebugAtlasImage(uint32_t width, uint32_t height) : m_width(width), m_height(height) + AtlasImage(uint32_t width, uint32_t height) : m_width(width), m_height(height) { - m_data.resize(m_width * m_height * 3); - memset(m_data.data(), 0, m_data.size()); + m_data.resize(m_width * m_height); + memset(m_data.data(), 0, sizeof(uint32_t) * m_data.size()); } void resize(uint32_t width, uint32_t height) { - Array data; - data.resize(width * height * 3); - memset(data.data(), 0, data.size()); + Array data; + data.resize(width * height); + memset(data.data(), 0, sizeof(uint32_t) * data.size()); for (uint32_t y = 0; y < min(m_height, height); y++) - memcpy(&data[y * width * 3], &m_data[y * m_width * 3], min(m_width, width) * 3); + memcpy(&data[y * width], &m_data[y * m_width], min(m_width, width) * sizeof(uint32_t)); m_width = width; m_height = height; - swap(m_data, data); + data.moveTo(m_data); } - void addChart(const BitImage *chartBitImage, int atlas_w, int atlas_h, int offset_x, int offset_y, int r) + void addChart(uint32_t chartIndex, const BitImage *image, const BitImage *imageBilinear, const BitImage *imagePadding, int atlas_w, int atlas_h, int offset_x, int offset_y) { - uint8_t color[3]; - const int mix = 192; - color[0] = uint8_t((rand() % 255 + mix) * 0.5f); - color[1] = uint8_t((rand() % 255 + mix) * 0.5f); - color[2] = uint8_t((rand() % 255 + mix) * 0.5f); - XA_OVERLAP_CHARTS(uint8_t *pixel = &m_data[(xx + yy * m_width) * 3]; for (int i = 0; i < 3; i++) pixel[i] = color[i];); + const int w = image->width(); + const int h = image->height(); + for (int y = 0; y < h; y++) { + const int yy = y + offset_y; + if (yy < 0) + continue; + for (int x = 0; x < w; x++) { + const int xx = x + offset_x; + if (xx >= 0 && xx < atlas_w && yy < atlas_h) { + const uint32_t dataOffset = xx + yy * m_width; + if (image->get(x, y)) { + XA_DEBUG_ASSERT(m_data[dataOffset] == 0); + m_data[dataOffset] = chartIndex | kImageHasChartIndexBit; + } else if (imageBilinear && imageBilinear->get(x, y)) { + XA_DEBUG_ASSERT(m_data[dataOffset] == 0); + m_data[dataOffset] = chartIndex | kImageHasChartIndexBit | kImageIsBilinearBit; + } else if (imagePadding && imagePadding->get(x, y)) { + XA_DEBUG_ASSERT(m_data[dataOffset] == 0); + m_data[dataOffset] = chartIndex | kImageHasChartIndexBit | kImageIsPaddingBit; + } + } + } + } + } + + void copyTo(uint32_t *dest, uint32_t destWidth, uint32_t destHeight, int padding) const + { + for (uint32_t y = 0; y < destHeight; y++) + memcpy(&dest[y * destWidth], &m_data[padding + (y + padding) * m_width], destWidth * sizeof(uint32_t)); } +#if XA_DEBUG_EXPORT_ATLAS_IMAGES void writeTga(const char *filename, uint32_t width, uint32_t height) const { - XA_DEBUG_ASSERT(sizeof(TgaHeader) == TgaHeader::Size); - FILE *f = fopen(filename, "wb"); - if (!f) - return; - TgaHeader tga; - tga.id_length = 0; - tga.colormap_type = 0; - tga.image_type = TGA_TYPE_RGB; - tga.colormap_index = 0; - tga.colormap_length = 0; - tga.colormap_size = 0; - tga.x_origin = 0; - tga.y_origin = 0; - tga.width = (uint16_t)width; - tga.height = (uint16_t)height; - tga.pixel_size = 24; - tga.flags = TGA_ORIGIN_UPPER; - fwrite(&tga, sizeof(TgaHeader), 1, f); + Array image; + image.resize(width * height * 3); for (uint32_t y = 0; y < height; y++) { + if (y >= m_height) + continue; for (uint32_t x = 0; x < width; x++) { - fwrite(&m_data[(x + y * m_width) * 3], 3, 1, f); + if (x >= m_width) + continue; + const uint32_t data = m_data[x + y * m_width]; + uint8_t *bgr = &image[(x + y * width) * 3]; + if (data == 0) { + bgr[0] = bgr[1] = bgr[2] = 0; + continue; + } + const uint32_t chartIndex = data & kImageChartIndexMask; + if (data & kImageIsPaddingBit) { + bgr[0] = 0; + bgr[1] = 0; + bgr[2] = 255; + } else if (data & kImageIsBilinearBit) { + bgr[0] = 0; + bgr[1] = 255; + bgr[2] = 0; + } else { + const int mix = 192; + srand((unsigned int)chartIndex); + bgr[0] = uint8_t((rand() % 255 + mix) * 0.5f); + bgr[1] = uint8_t((rand() % 255 + mix) * 0.5f); + bgr[2] = uint8_t((rand() % 255 + mix) * 0.5f); + } } } - fclose(f); + WriteTga(filename, image.data(), width, height); } +#endif private: uint32_t m_width, m_height; - Array m_data; + Array m_data; }; -#endif -struct AtlasPacker +struct Chart +{ + int32_t atlasIndex; + uint32_t material; + uint32_t indexCount; + const uint32_t *indices; + float parametricArea; + float surfaceArea; + Vector2 *vertices; + uint32_t vertexCount; + Array uniqueVertices; + bool allowRotate; + // bounding box + Vector2 majorAxis, minorAxis, minCorner, maxCorner; + // Mesh only + const Array *boundaryEdges; + // UvMeshChart only + Array faces; + + Vector2 &uniqueVertexAt(uint32_t v) { return uniqueVertices.isEmpty() ? vertices[v] : vertices[uniqueVertices[v]]; } + uint32_t uniqueVertexCount() const { return uniqueVertices.isEmpty() ? vertexCount : uniqueVertices.size(); } +}; + +struct AddChartTaskArgs { - AtlasPacker(Atlas *atlas) : m_atlas(atlas), m_width(0), m_height(0), m_texelsPerUnit(0) {} + ThreadLocal *boundingBox; + param::Chart *paramChart; + Chart *chart; // out +}; + +static void runAddChartTask(void *userData) +{ + XA_PROFILE_START(packChartsAddChartsThread) + auto args = (AddChartTaskArgs *)userData; + param::Chart *paramChart = args->paramChart; + XA_PROFILE_START(packChartsAddChartsRestoreTexcoords) + paramChart->transferParameterization(); + XA_PROFILE_END(packChartsAddChartsRestoreTexcoords) + Mesh *mesh = paramChart->mesh(); + Chart *chart = args->chart = XA_NEW(MemTag::Default, Chart); + chart->atlasIndex = -1; + chart->material = 0; + chart->indexCount = mesh->indexCount(); + chart->indices = mesh->indices(); + chart->parametricArea = mesh->computeParametricArea(); + if (chart->parametricArea < kAreaEpsilon) { + // When the parametric area is too small we use a rough approximation to prevent divisions by very small numbers. + const Vector2 bounds = paramChart->computeParametricBounds(); + chart->parametricArea = bounds.x * bounds.y; + } + chart->surfaceArea = mesh->computeSurfaceArea(); + chart->vertices = mesh->texcoords(); + chart->vertexCount = mesh->vertexCount(); + chart->allowRotate = true; + chart->boundaryEdges = &mesh->boundaryEdges(); + // Compute bounding box of chart. + BoundingBox2D &bb = args->boundingBox->get(); + bb.clear(); + for (uint32_t v = 0; v < chart->vertexCount; v++) { + if (mesh->isBoundaryVertex(v)) + bb.appendBoundaryVertex(mesh->texcoord(v)); + } + bb.compute(mesh->texcoords(), mesh->vertexCount()); + chart->majorAxis = bb.majorAxis; + chart->minorAxis = bb.minorAxis; + chart->minCorner = bb.minCorner; + chart->maxCorner = bb.maxCorner; + XA_PROFILE_END(packChartsAddChartsThread) +} - ~AtlasPacker() +struct Atlas +{ + ~Atlas() { + for (uint32_t i = 0; i < m_atlasImages.size(); i++) { + m_atlasImages[i]->~AtlasImage(); + XA_FREE(m_atlasImages[i]); + } for (uint32_t i = 0; i < m_bitImages.size(); i++) { m_bitImages[i]->~BitImage(); XA_FREE(m_bitImages[i]); } + for (uint32_t i = 0; i < m_charts.size(); i++) { + m_charts[i]->~Chart(); + XA_FREE(m_charts[i]); + } } uint32_t getWidth() const { return m_width; } uint32_t getHeight() const { return m_height; } uint32_t getNumAtlases() const { return m_bitImages.size(); } float getTexelsPerUnit() const { return m_texelsPerUnit; } + const Chart *getChart(uint32_t index) const { return m_charts[index]; } + uint32_t getChartCount() const { return m_charts.size(); } + const Array &getImages() const { return m_atlasImages; } + float getUtilization(uint32_t atlas) const { return m_utilization[atlas]; } + + void addCharts(TaskScheduler *taskScheduler, param::Atlas *paramAtlas) + { + // Count charts. + uint32_t chartCount = 0; + const uint32_t chartGroupsCount = paramAtlas->chartGroupCount(); + for (uint32_t i = 0; i < chartGroupsCount; i++) { + const param::ChartGroup *chartGroup = paramAtlas->chartGroupAt(i); + if (chartGroup->isVertexMap()) + continue; + chartCount += chartGroup->chartCount(); + } + if (chartCount == 0) + return; + // Run one task per chart. + Array taskArgs; + taskArgs.resize(chartCount); + TaskGroupHandle taskGroup = taskScheduler->createTaskGroup(chartCount); + uint32_t chartIndex = 0; + ThreadLocal boundingBox; + for (uint32_t i = 0; i < chartGroupsCount; i++) { + const param::ChartGroup *chartGroup = paramAtlas->chartGroupAt(i); + if (chartGroup->isVertexMap()) + continue; + const uint32_t count = chartGroup->chartCount(); + for (uint32_t j = 0; j < count; j++) { + AddChartTaskArgs &args = taskArgs[chartIndex]; + args.boundingBox = &boundingBox; + args.paramChart = chartGroup->chartAt(j); + Task task; + task.userData = &taskArgs[chartIndex]; + task.func = runAddChartTask; + taskScheduler->run(taskGroup, task); + chartIndex++; + } + } + taskScheduler->wait(&taskGroup); + // Get task output. + m_charts.resize(chartCount); + for (uint32_t i = 0; i < chartCount; i++) + m_charts[i] = taskArgs[i].chart; + } + + void addUvMeshCharts(UvMeshInstance *mesh) + { + BitArray vertexUsed(mesh->texcoords.size()); + BoundingBox2D boundingBox; + for (uint32_t c = 0; c < mesh->mesh->charts.size(); c++) { + UvMeshChart *uvChart = mesh->mesh->charts[c]; + Chart *chart = XA_NEW(MemTag::Default, Chart); + chart->atlasIndex = -1; + chart->material = uvChart->material; + chart->indexCount = uvChart->indices.size(); + chart->indices = uvChart->indices.data(); + chart->vertices = mesh->texcoords.data(); + chart->vertexCount = mesh->texcoords.size(); + chart->allowRotate = mesh->rotateCharts; + chart->boundaryEdges = nullptr; + chart->faces.resize(uvChart->faces.size()); + memcpy(chart->faces.data(), uvChart->faces.data(), sizeof(uint32_t) * uvChart->faces.size()); + // Find unique vertices. + vertexUsed.zeroOutMemory(); + for (uint32_t i = 0; i < chart->indexCount; i++) { + const uint32_t vertex = chart->indices[i]; + if (!vertexUsed.get(vertex)) { + vertexUsed.set(vertex); + chart->uniqueVertices.push_back(vertex); + } + } + // Compute parametric and surface areas. + chart->parametricArea = 0.0f; + for (uint32_t f = 0; f < chart->indexCount / 3; f++) { + const Vector2 &v1 = chart->vertices[chart->indices[f * 3 + 0]]; + const Vector2 &v2 = chart->vertices[chart->indices[f * 3 + 1]]; + const Vector2 &v3 = chart->vertices[chart->indices[f * 3 + 2]]; + chart->parametricArea += fabsf(triangleArea(v1, v2, v3)); + } + chart->parametricArea *= 0.5f; + chart->surfaceArea = chart->parametricArea; // Identical for UV meshes. + if (chart->parametricArea < kAreaEpsilon) { + // When the parametric area is too small we use a rough approximation to prevent divisions by very small numbers. + Vector2 minCorner(FLT_MAX, FLT_MAX); + Vector2 maxCorner(-FLT_MAX, -FLT_MAX); + for (uint32_t v = 0; v < chart->uniqueVertexCount(); v++) { + minCorner = min(minCorner, chart->uniqueVertexAt(v)); + maxCorner = max(maxCorner, chart->uniqueVertexAt(v)); + } + const Vector2 bounds = (maxCorner - minCorner) * 0.5f; + chart->parametricArea = bounds.x * bounds.y; + } + // Compute bounding box of chart. + // Using all unique vertices for simplicity, can compute real boundaries if this is too slow. + boundingBox.clear(); + for (uint32_t v = 0; v < chart->uniqueVertexCount(); v++) + boundingBox.appendBoundaryVertex(chart->uniqueVertexAt(v)); + boundingBox.compute(); + chart->majorAxis = boundingBox.majorAxis; + chart->minorAxis = boundingBox.minorAxis; + chart->minCorner = boundingBox.minCorner; + chart->maxCorner = boundingBox.maxCorner; + m_charts.push_back(chart); + } + } // Pack charts in the smallest possible rectangle. - void packCharts(const PackOptions &options, ProgressFunc progressFunc, void *progressUserData) + bool packCharts(const PackOptions &options, ProgressFunc progressFunc, void *progressUserData) { - if (progressFunc) - progressFunc(ProgressCategory::PackCharts, 0, progressUserData); - const uint32_t chartCount = m_atlas->chartCount(); + if (progressFunc) { + if (!progressFunc(ProgressCategory::PackCharts, 0, progressUserData)) + return false; + } + const uint32_t chartCount = m_charts.size(); XA_PRINT("Packing %u charts\n", chartCount); - if (chartCount == 0) return; - uint32_t resolution = options.resolution; + if (chartCount == 0) { + if (progressFunc) { + if (!progressFunc(ProgressCategory::PackCharts, 100, progressUserData)) + return false; + } + return true; + } + // Estimate resolution and/or texels per unit if not specified. m_texelsPerUnit = options.texelsPerUnit; + uint32_t resolution = options.resolution > 0 ? options.resolution + options.padding * 2 : 0; + const uint32_t maxResolution = m_texelsPerUnit > 0.0f ? resolution : 0; if (resolution <= 0 || m_texelsPerUnit <= 0) { if (resolution <= 0 && m_texelsPerUnit <= 0) resolution = 1024; float meshArea = 0; - for (uint32_t c = 0; c < chartCount; c++) { - const Chart *chart = m_atlas->chartAt(c); - meshArea += chart->computeSurfaceArea(); - } + for (uint32_t c = 0; c < chartCount; c++) + meshArea += m_charts[c]->surfaceArea; if (resolution <= 0) { // Estimate resolution based on the mesh surface area and given texel scale. const float texelCount = max(1.0f, meshArea * square(m_texelsPerUnit) / 0.75f); // Assume 75% utilization. - resolution = nextPowerOfTwo(uint32_t(sqrtf(texelCount))); - XA_PRINT(" Estimating resolution as %d\n", resolution); + resolution = max(1u, nextPowerOfTwo(uint32_t(sqrtf(texelCount)))); } if (m_texelsPerUnit <= 0) { // Estimate a suitable texelsPerUnit to fit the given resolution. @@ -7241,124 +7990,124 @@ struct AtlasPacker XA_PRINT(" Estimating texelsPerUnit as %g\n", m_texelsPerUnit); } } - m_rand = MTRand(); Array chartOrderArray; chartOrderArray.resize(chartCount); Array chartExtents; chartExtents.resize(chartCount); + float minChartPerimeter = FLT_MAX, maxChartPerimeter = 0.0f; for (uint32_t c = 0; c < chartCount; c++) { - Chart *chart = m_atlas->chartAt(c); - Vector2 extents(0.0f); - // Compute surface area to sort charts. - const float chartArea = chart->computeSurfaceArea(); - //chartOrderArray[c] = chartArea; + Chart *chart = m_charts[c]; // Compute chart scale - float parametricArea = fabsf(chart->computeParametricArea()); // @@ There doesn't seem to be anything preventing parametric area to be negative. - if (parametricArea < XA_EPSILON) { - // When the parametric area is too small we use a rough approximation to prevent divisions by very small numbers. - Vector2 bounds = chart->computeParametricBounds(); - parametricArea = bounds.x * bounds.y; + float scale = 1.0f; + if (chart->parametricArea != 0.0f) { + scale = (chart->surfaceArea / chart->parametricArea) * m_texelsPerUnit; + XA_ASSERT(isFinite(scale)); } - float scale = (chartArea / parametricArea) * m_texelsPerUnit; - if (parametricArea == 0) { // < XA_EPSILON) - scale = 0; - } - XA_ASSERT(isFinite(scale)); - // Compute bounding box of chart. - Vector2 majorAxis, minorAxis, origin, end; - computeBoundingBox(chart, &majorAxis, &minorAxis, &origin, &end); - XA_ASSERT(isFinite(majorAxis) && isFinite(minorAxis) && isFinite(origin)); - // Sort charts by perimeter. @@ This is sometimes producing somewhat unexpected results. Is this right? - //chartOrderArray[c] = ((end.x - origin.x) + (end.y - origin.y)) * scale; // Translate, rotate and scale vertices. Compute extents. - Mesh *mesh = chart->mesh(); - const uint32_t vertexCount = mesh->vertexCount(); - for (uint32_t i = 0; i < vertexCount; i++) { - Vector2 tmp; - const Vector2 &texcoord = mesh->texcoord(i); - tmp.x = dot(texcoord, majorAxis); - tmp.y = dot(texcoord, minorAxis); - tmp -= origin; - tmp *= scale; - XA_DEBUG_ASSERT(tmp.x >= 0 && tmp.y >= 0); - XA_DEBUG_ASSERT(isFinite(tmp.x) && isFinite(tmp.y)); - mesh->texcoord(i) = tmp; - extents = max(extents, tmp); + Vector2 minCorner(FLT_MAX, FLT_MAX); + if (!chart->allowRotate) { + for (uint32_t i = 0; i < chart->uniqueVertexCount(); i++) + minCorner = min(minCorner, chart->uniqueVertexAt(i)); + } + Vector2 extents(0.0f); + for (uint32_t i = 0; i < chart->uniqueVertexCount(); i++) { + Vector2 &texcoord = chart->uniqueVertexAt(i); + if (chart->allowRotate) { + const float x = dot(texcoord, chart->majorAxis); + const float y = dot(texcoord, chart->minorAxis); + texcoord.x = x; + texcoord.y = y; + texcoord -= chart->minCorner; + } else { + texcoord -= minCorner; + } + texcoord *= scale; + XA_DEBUG_ASSERT(texcoord.x >= 0.0f && texcoord.y >= 0.0f); + XA_DEBUG_ASSERT(isFinite(texcoord.x) && isFinite(texcoord.y)); + extents = max(extents, texcoord); } XA_DEBUG_ASSERT(extents.x >= 0 && extents.y >= 0); - // Limit chart size. - const float maxChartSize = (float)options.maxChartSize; - if (extents.x > maxChartSize || extents.y > maxChartSize) { - const float limit = max(extents.x, extents.y); - scale = maxChartSize / (limit + 1.0f); - for (uint32_t i = 0; i < vertexCount; i++) - mesh->texcoord(i) *= scale; - extents *= scale; - XA_DEBUG_ASSERT(extents.x <= maxChartSize && extents.y <= maxChartSize); - } - // Scale the charts to use the entire texel area available. So, if the width is 0.1 we could scale it to 1 without increasing the lightmap usage and making a better - // use of it. In many cases this also improves the look of the seams, since vertices on the chart boundaries have more chances of being aligned with the texel centers. - float scale_x = 1.0f; - float scale_y = 1.0f; - float divide_x = 1.0f; - float divide_y = 1.0f; - if (extents.x > 0) { - int cw = ftoi_ceil(extents.x); - if (options.blockAlign) { - // Align all chart extents to 4x4 blocks, but taking padding into account. - if (options.conservative) { - cw = align(cw + 2, 4) - 2; - } else { - cw = align(cw + 1, 4) - 1; - } + // Scale the charts to use the entire texel area available. So, if the width is 0.1 we could scale it to 1 without increasing the lightmap usage and making a better use of it. In many cases this also improves the look of the seams, since vertices on the chart boundaries have more chances of being aligned with the texel centers. + if (extents.x > 0.0f && extents.y > 0.0f) { + // Block align: align all chart extents to 4x4 blocks, but taking padding and texel center offset into account. + const int blockAlignSizeOffset = options.padding * 2 + 1; + int width = ftoi_ceil(extents.x); + if (options.blockAlign) + width = align(width + blockAlignSizeOffset, 4) - blockAlignSizeOffset; + int height = ftoi_ceil(extents.y); + if (options.blockAlign) + height = align(height + blockAlignSizeOffset, 4) - blockAlignSizeOffset; + for (uint32_t v = 0; v < chart->uniqueVertexCount(); v++) { + Vector2 &texcoord = chart->uniqueVertexAt(v); + texcoord.x = texcoord.x / extents.x * (float)width; + texcoord.y = texcoord.y / extents.y * (float)height; } - scale_x = (float(cw) - XA_EPSILON); - divide_x = extents.x; - extents.x = float(cw); - } - if (extents.y > 0) { - int ch = ftoi_ceil(extents.y); - if (options.blockAlign) { - // Align all chart extents to 4x4 blocks, but taking padding into account. - if (options.conservative) { - ch = align(ch + 2, 4) - 2; - } else { - ch = align(ch + 1, 4) - 1; + extents.x = (float)width; + extents.y = (float)height; + } + // Limit chart size, either to PackOptions::maxChartSize or maxResolution (if set), whichever is smaller. + // If limiting chart size to maxResolution, print a warning, since that may not be desirable to the user. + uint32_t maxChartSize = options.maxChartSize; + bool warnChartResized = false; + if (maxResolution > 0 && (maxChartSize == 0 || maxResolution < maxChartSize)) { + maxChartSize = maxResolution - options.padding * 2; // Don't include padding. + warnChartResized = true; + } + if (maxChartSize > 0) { + const float realMaxChartSize = (float)maxChartSize - 1.0f; // Aligning to texel centers increases texel footprint by 1. + if (extents.x > realMaxChartSize || extents.y > realMaxChartSize) { + if (warnChartResized) + XA_PRINT(" Resizing chart %u from %gx%g to %ux%u to fit atlas\n", c, extents.x, extents.y, maxChartSize, maxChartSize); + scale = realMaxChartSize / max(extents.x, extents.y); + for (uint32_t i = 0; i < chart->uniqueVertexCount(); i++) { + Vector2 &texcoord = chart->uniqueVertexAt(i); + texcoord = min(texcoord * scale, Vector2(realMaxChartSize)); } } - scale_y = (float(ch) - XA_EPSILON); - divide_y = extents.y; - extents.y = float(ch); } - for (uint32_t v = 0; v < vertexCount; v++) { - Vector2 &texcoord = mesh->texcoord(v); - texcoord.x /= divide_x; - texcoord.y /= divide_y; - texcoord.x *= scale_x; - texcoord.y *= scale_y; - XA_ASSERT(isFinite(texcoord.x) && isFinite(texcoord.y)); + // Align to texel centers and add padding offset. + extents.x = extents.y = 0.0f; + for (uint32_t v = 0; v < chart->uniqueVertexCount(); v++) { + Vector2 &texcoord = chart->uniqueVertexAt(v); + texcoord.x += 0.5f + options.padding; + texcoord.y += 0.5f + options.padding; + extents = max(extents, texcoord); } + if (extents.x > resolution || extents.y > resolution) + XA_PRINT(" Chart %u extents are large (%gx%g)\n", c, extents.x, extents.y); chartExtents[c] = extents; - // Sort charts by perimeter. - chartOrderArray[c] = extents.x + extents.y; + chartOrderArray[c] = extents.x + extents.y; // Use perimeter for chart sort key. + minChartPerimeter = min(minChartPerimeter, chartOrderArray[c]); + maxChartPerimeter = max(maxChartPerimeter, chartOrderArray[c]); } - // @@ We can try to improve compression of small charts by sorting them by proximity like we do with vertex samples. - // @@ How to do that? One idea: compute chart centroid, insert into grid, compute morton index of the cell, sort based on morton index. - // @@ We would sort by morton index, first, then quantize the chart sizes, so that all small charts have the same size, and sort by size preserving the morton order. - // Sort charts by area. + // Sort charts by perimeter. m_radix = RadixSort(); m_radix.sort(chartOrderArray); const uint32_t *ranks = m_radix.ranks(); + // Divide chart perimeter range into buckets. + const float chartPerimeterBucketSize = (maxChartPerimeter - minChartPerimeter) / 16.0f; + uint32_t currentChartBucket = 0; + Array chartStartPositions; // per atlas + chartStartPositions.push_back(Vector2i(0, 0)); + // Pack sorted charts. #if XA_DEBUG_EXPORT_ATLAS_IMAGES - Array debugAtlasImages; + const bool createImage = true; +#else + const bool createImage = options.createImage; #endif - // Add sorted charts to bitImage. - int w = 0, h = 0; + // chartImage: result from conservative rasterization + // chartImageBilinear: chartImage plus any texels that would be sampled by bilinear filtering. + // chartImagePadding: either chartImage or chartImageBilinear depending on options, with a dilate filter applied options.padding times. + // Rotated versions swap x and y. + BitImage chartImage, chartImageBilinear, chartImagePadding; + BitImage chartImageRotated, chartImageBilinearRotated, chartImagePaddingRotated; + UniformGrid2 boundaryEdgeGrid; + Array atlasSizes; + atlasSizes.push_back(Vector2i(0, 0)); int progress = 0; for (uint32_t i = 0; i < chartCount; i++) { uint32_t c = ranks[chartCount - i - 1]; // largest chart first - Chart *chart = m_atlas->chartAt(c); - BitImage chartBitImage; + Chart *chart = m_charts[c]; // @@ Add special cases for dot and line charts. @@ Lightmap rasterizer also needs to handle these special cases. // @@ We could also have a special case for chart quads. If the quad surface <= 4 texels, align vertices with texel centers and do not add padding. May be very useful for foliage. // @@ In general we could reduce the padding of all charts by one texel by using a rasterizer that takes into account the 2-texel footprint of the tent bilinear filter. For example, @@ -7371,81 +8120,166 @@ struct AtlasPacker // \ / \ / \ / // V V V // 0 1 2 - if (options.conservative) { - // Init all bits to 0. - chartBitImage.resize(ftoi_ceil(chartExtents[c].x) + 1 + options.padding, ftoi_ceil(chartExtents[c].y) + 1 + options.padding, false); // + 2 to add padding on both sides. - // Rasterize chart and dilate. - drawChartBitImageDilate(chart, &chartBitImage, options.padding); + XA_PROFILE_START(packChartsRasterize) + // Resize and clear (discard = true) chart images. + // Leave room for padding at extents. + chartImage.resize(ftoi_ceil(chartExtents[c].x) + options.padding, ftoi_ceil(chartExtents[c].y) + options.padding, true); + if (chart->allowRotate) + chartImageRotated.resize(chartImage.height(), chartImage.width(), true); + if (options.bilinear) { + chartImageBilinear.resize(chartImage.width(), chartImage.height(), true); + if (chart->allowRotate) + chartImageBilinearRotated.resize(chartImage.height(), chartImage.width(), true); + } + // Rasterize chart faces. + const uint32_t faceCount = chart->indexCount / 3; + for (uint32_t f = 0; f < faceCount; f++) { + Vector2 vertices[3]; + for (uint32_t v = 0; v < 3; v++) + vertices[v] = chart->vertices[chart->indices[f * 3 + v]]; + DrawTriangleCallbackArgs args; + args.chartBitImage = &chartImage; + args.chartBitImageRotated = chart->allowRotate ? &chartImageRotated : nullptr; + raster::drawTriangle(Vector2((float)chartImage.width(), (float)chartImage.height()), vertices, drawTriangleCallback, &args); + } + // Expand chart by pixels sampled by bilinear interpolation. + if (options.bilinear) + bilinearExpand(chart, &chartImage, &chartImageBilinear, chart->allowRotate ? &chartImageBilinearRotated : nullptr, boundaryEdgeGrid); + // Expand chart by padding pixels (dilation). + if (options.padding > 0) { + // Copy into the same BitImage instances for every chart to avoid reallocating BitImage buffers (largest chart is packed first). + XA_PROFILE_START(packChartsDilate) + if (options.bilinear) + chartImageBilinear.copyTo(chartImagePadding); + else + chartImage.copyTo(chartImagePadding); + chartImagePadding.dilate(options.padding); + if (chart->allowRotate) { + if (options.bilinear) + chartImageBilinearRotated.copyTo(chartImagePaddingRotated); + else + chartImageRotated.copyTo(chartImagePaddingRotated); + chartImagePaddingRotated.dilate(options.padding); + } + XA_PROFILE_END(packChartsDilate) + } + XA_PROFILE_END(packChartsRasterize) + // Update brute force bucketing. + if (options.bruteForce) { + if (chartOrderArray[c] > minChartPerimeter && chartOrderArray[c] <= maxChartPerimeter - (chartPerimeterBucketSize * (currentChartBucket + 1))) { + // Moved to a smaller bucket, reset start location. + for (uint32_t j = 0; j < chartStartPositions.size(); j++) + chartStartPositions[j] = Vector2i(0, 0); + currentChartBucket++; + } + } + // Find a location to place the chart in the atlas. + BitImage *chartImageToPack, *chartImageToPackRotated; + if (options.padding > 0) { + chartImageToPack = &chartImagePadding; + chartImageToPackRotated = &chartImagePaddingRotated; + } else if (options.bilinear) { + chartImageToPack = &chartImageBilinear; + chartImageToPackRotated = &chartImageBilinearRotated; } else { - // Init all bits to 0. - chartBitImage.resize(ftoi_ceil(chartExtents[c].x) + 1, ftoi_ceil(chartExtents[c].y) + 1, false); // Add half a texels on each side. - // Rasterize chart and dilate. - drawChartBitImage(chart, &chartBitImage, Vector2(1), Vector2(0.5)); + chartImageToPack = &chartImage; + chartImageToPackRotated = &chartImageRotated; } - uint32_t currentBitImageIndex = 0; + uint32_t currentAtlas = 0; int best_x = 0, best_y = 0; - int best_cw = 0, best_ch = 0; // Includes padding now. + int best_cw = 0, best_ch = 0; int best_r = 0; for (;;) { bool firstChartInBitImage = false; - if (currentBitImageIndex + 1 > m_bitImages.size()) { + XA_UNUSED(firstChartInBitImage); + if (currentAtlas + 1 > m_bitImages.size()) { // Chart doesn't fit in the current bitImage, create a new one. - BitImage *bi = XA_NEW(BitImage); - bi->clearAll(); - bi->resize(resolution, resolution, false); + BitImage *bi = XA_NEW_ARGS(MemTag::Default, BitImage, resolution, resolution); m_bitImages.push_back(bi); + atlasSizes.push_back(Vector2i(0, 0)); firstChartInBitImage = true; -#if XA_DEBUG_EXPORT_ATLAS_IMAGES - DebugAtlasImage *di = XA_NEW(DebugAtlasImage, resolution, resolution); - debugAtlasImages.push_back(di); -#endif - } - const bool foundLocation = findChartLocation(options.attempts, m_bitImages[currentBitImageIndex], &chartBitImage, chartExtents[c], w, h, &best_x, &best_y, &best_cw, &best_ch, &best_r, options.blockAlign, options.resolution <= 0); - if (firstChartInBitImage && !foundLocation) { - // Chart doesn't fit in an empty, newly allocated bitImage. texelsPerUnit must be too large for the resolution. - XA_ASSERT(true && "chart doesn't fit"); - break; + if (createImage) + m_atlasImages.push_back(XA_NEW_ARGS(MemTag::Default, AtlasImage, resolution, resolution)); + // Start positions are per-atlas, so create a new one of those too. + chartStartPositions.push_back(Vector2i(0, 0)); } - if (options.resolution <= 0) { - XA_DEBUG_ASSERT(foundLocation); + XA_PROFILE_START(packChartsFindLocation) + const bool foundLocation = findChartLocation(chartStartPositions[currentAtlas], options.bruteForce, m_bitImages[currentAtlas], chartImageToPack, chartImageToPackRotated, atlasSizes[currentAtlas].x, atlasSizes[currentAtlas].y, &best_x, &best_y, &best_cw, &best_ch, &best_r, options.blockAlign, maxResolution, chart->allowRotate); + XA_PROFILE_END(packChartsFindLocation) + XA_DEBUG_ASSERT(!(firstChartInBitImage && !foundLocation)); // Chart doesn't fit in an empty, newly allocated bitImage. Shouldn't happen, since charts are resized if they are too big to fit in the atlas. + if (maxResolution == 0) { + XA_DEBUG_ASSERT(foundLocation); // The atlas isn't limited to a fixed resolution, a chart location should be found on the first attempt. break; } if (foundLocation) break; // Chart doesn't fit in the current bitImage, try the next one. - currentBitImageIndex++; + currentAtlas++; + } + // Update brute force start location. + if (options.bruteForce) { + // Reset start location if the chart expanded the atlas. + if (best_x + best_cw > atlasSizes[currentAtlas].x || best_y + best_ch > atlasSizes[currentAtlas].y) { + for (uint32_t j = 0; j < chartStartPositions.size(); j++) + chartStartPositions[j] = Vector2i(0, 0); + } + else { + chartStartPositions[currentAtlas] = Vector2i(best_x, best_y); + } } // Update parametric extents. - w = max(w, best_x + best_cw); - h = max(h, best_y + best_ch); - if (options.resolution <= 0) { - // Resize bitImage if necessary. - if (uint32_t(w) > m_bitImages[0]->width() || uint32_t(h) > m_bitImages[0]->height()) { - m_bitImages[0]->resize(nextPowerOfTwo(uint32_t(w)), nextPowerOfTwo(uint32_t(h)), false); -#if XA_DEBUG_EXPORT_ATLAS_IMAGES - debugAtlasImages[0]->resize(m_bitImages[0]->width(), m_bitImages[0]->height()); -#endif + atlasSizes[currentAtlas].x = max(atlasSizes[currentAtlas].x, best_x + best_cw); + atlasSizes[currentAtlas].y = max(atlasSizes[currentAtlas].y, best_y + best_ch); + // Resize bitImage if necessary. + // If maxResolution > 0, the bitImage is always set to maxResolutionIncludingPadding on creation and doesn't need to be dynamically resized. + if (maxResolution == 0) { + const uint32_t w = (uint32_t)atlasSizes[currentAtlas].x; + const uint32_t h = (uint32_t)atlasSizes[currentAtlas].y; + if (w > m_bitImages[0]->width() || h > m_bitImages[0]->height()) { + m_bitImages[0]->resize(nextPowerOfTwo(w), nextPowerOfTwo(h), false); + if (createImage) + m_atlasImages[0]->resize(m_bitImages[0]->width(), m_bitImages[0]->height()); } } else { - w = min((int)options.resolution, w); - h = min((int)options.resolution, h); - } - addChart(m_bitImages[currentBitImageIndex], &chartBitImage, w, h, best_x, best_y, best_r); -#if XA_DEBUG_EXPORT_ATLAS_IMAGES - debugAtlasImages[currentBitImageIndex]->addChart(&chartBitImage, w, h, best_x, best_y, best_r); + XA_DEBUG_ASSERT(atlasSizes[currentAtlas].x <= (int)maxResolution); + XA_DEBUG_ASSERT(atlasSizes[currentAtlas].y <= (int)maxResolution); + } + XA_PROFILE_START(packChartsBlit) + addChart(m_bitImages[currentAtlas], chartImageToPack, chartImageToPackRotated, atlasSizes[currentAtlas].x, atlasSizes[currentAtlas].y, best_x, best_y, best_r); + XA_PROFILE_END(packChartsBlit) + if (createImage) { + if (best_r == 0) { + m_atlasImages[currentAtlas]->addChart(c, &chartImage, options.bilinear ? &chartImageBilinear : nullptr, options.padding > 0 ? &chartImagePadding : nullptr, atlasSizes[currentAtlas].x, atlasSizes[currentAtlas].y, best_x, best_y); + } else { + m_atlasImages[currentAtlas]->addChart(c, &chartImageRotated, options.bilinear ? &chartImageBilinearRotated : nullptr, options.padding > 0 ? &chartImagePaddingRotated : nullptr, atlasSizes[currentAtlas].x, atlasSizes[currentAtlas].y, best_x, best_y); + } +#if XA_DEBUG_EXPORT_ATLAS_IMAGES && XA_DEBUG_EXPORT_ATLAS_IMAGES_PER_CHART + for (uint32_t j = 0; j < m_atlasImages.size(); j++) { + char filename[256]; + XA_SPRINTF(filename, sizeof(filename), "debug_atlas_image%02u_chart%04u.tga", j, i); + m_atlasImages[j]->writeTga(filename, (uint32_t)atlasSizes[j].x, (uint32_t)atlasSizes[j].y); + } #endif - chart->atlasIndex = (int32_t)currentBitImageIndex; - // Translate and rotate chart texture coordinates. - Mesh *mesh = chart->mesh(); - const uint32_t vertexCount = mesh->vertexCount(); - for (uint32_t v = 0; v < vertexCount; v++) { - Vector2 &texcoord = mesh->texcoord(v); + } + chart->atlasIndex = (int32_t)currentAtlas; + // Modify texture coordinates: + // - rotate if the chart should be rotated + // - translate to chart location + // - translate to remove padding from top and left atlas edges (unless block aligned) + for (uint32_t v = 0; v < chart->uniqueVertexCount(); v++) { + Vector2 &texcoord = chart->uniqueVertexAt(v); Vector2 t = texcoord; - if (best_r) + if (best_r) { + XA_DEBUG_ASSERT(chart->allowRotate); swap(t.x, t.y); - texcoord.x = best_x + t.x + 0.5f; - texcoord.y = best_y + t.y + 0.5f; + } + texcoord.x = best_x + t.x; + texcoord.y = best_y + t.y; + if (!options.blockAlign) { + texcoord.x -= (float)options.padding; + texcoord.y -= (float)options.padding; + } XA_ASSERT(texcoord.x >= 0 && texcoord.y >= 0); XA_ASSERT(isFinite(texcoord.x) && isFinite(texcoord.y)); } @@ -7453,44 +8287,59 @@ struct AtlasPacker const int newProgress = int((i + 1) / (float)chartCount * 100.0f); if (newProgress != progress) { progress = newProgress; - progressFunc(ProgressCategory::PackCharts, progress, progressUserData); + if (!progressFunc(ProgressCategory::PackCharts, progress, progressUserData)) + return false; } } } - //w -= padding - 1; // Leave one pixel border! - //h -= padding - 1; - m_width = max(0, w); - m_height = max(0, h); - if (options.resolution > 0) - m_width = m_height = options.resolution; + if (options.blockAlign) { + if (maxResolution == 0) { + m_width = max(0, atlasSizes[0].x); + m_height = max(0, atlasSizes[0].y); + } else { + m_width = m_height = maxResolution; + } + } else { + // Remove padding from outer edges. + if (maxResolution == 0) { + m_width = max(0, atlasSizes[0].x - (int)options.padding * 2); + m_height = max(0, atlasSizes[0].y - (int)options.padding * 2); + } else { + m_width = m_height = maxResolution - (int)options.padding * 2; + } + } XA_PRINT(" %dx%d resolution\n", m_width, m_height); + m_utilization.resize(m_bitImages.size()); + for (uint32_t i = 0; i < m_utilization.size(); i++) { + if (m_width == 0 || m_height == 0) + m_utilization[i] = 0.0f; + else { + uint32_t count = 0; + for (uint32_t y = 0; y < m_height; y++) { + for (uint32_t x = 0; x < m_width; x++) + count += m_bitImages[i]->get(x, y); + } + m_utilization[i] = float(count) / (m_width * m_height); + } + if (m_utilization.size() > 1) { + XA_PRINT(" %u: %f%% utilization\n", i, m_utilization[i] * 100.0f); + } + else { + XA_PRINT(" %f%% utilization\n", m_utilization[i] * 100.0f); + } + } #if XA_DEBUG_EXPORT_ATLAS_IMAGES - for (uint32_t i = 0; i < debugAtlasImages.size(); i++) { + for (uint32_t i = 0; i < m_atlasImages.size(); i++) { char filename[256]; - sprintf(filename, "debug_atlas%0.2u.tga", i); - debugAtlasImages[i]->writeTga(filename, m_width, m_height); - debugAtlasImages[i]->~DebugAtlasImage(); - XA_FREE(debugAtlasImages[i]); + XA_SPRINTF(filename, sizeof(filename), "debug_atlas_image%02u.tga", i); + m_atlasImages[i]->writeTga(filename, m_width, m_height); } #endif - if (progressFunc && progress != 100) - progressFunc(ProgressCategory::PackCharts, 0, progressUserData); - } - - float computeAtlasUtilization(uint32_t atlasIndex) const - { - const uint32_t w = m_width; - const uint32_t h = m_height; - BitImage *bm = m_bitImages[atlasIndex]; - XA_DEBUG_ASSERT(w <= bm->width()); - XA_DEBUG_ASSERT(h <= bm->height()); - uint32_t count = 0; - for (uint32_t y = 0; y < h; y++) { - for (uint32_t x = 0; x < w; x++) { - count += bm->bitAt(x, y); - } + if (progressFunc && progress != 100) { + if (!progressFunc(ProgressCategory::PackCharts, 100, progressUserData)) + return false; } - return float(count) / (w * h); + return true; } private: @@ -7498,63 +8347,61 @@ struct AtlasPacker // is occupied at this point. At the end we have many small charts and a large atlas with sparse holes. Finding those holes randomly is slow. A better approach would be to // start stacking large charts as if they were tetris pieces. Once charts get small try to place them randomly. It may be interesting to try a intermediate strategy, first try // along one axis and then try exhaustively along that axis. - bool findChartLocation(int attempts, const BitImage *atlasBitImage, const BitImage *chartBitImage, const Vector2 &extents, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, bool blockAligned, bool resizableAtlas) + bool findChartLocation(const Vector2i &startPosition, bool bruteForce, const BitImage *atlasBitImage, const BitImage *chartBitImage, const BitImage *chartBitImageRotated, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, bool blockAligned, uint32_t maxResolution, bool allowRotate) { - if (attempts <= 0 || attempts >= w * h) - return findChartLocation_bruteForce(atlasBitImage, chartBitImage, extents, w, h, best_x, best_y, best_w, best_h, best_r, blockAligned, resizableAtlas); - return findChartLocation_random(atlasBitImage, chartBitImage, extents, w, h, best_x, best_y, best_w, best_h, best_r, attempts, blockAligned, resizableAtlas); + const int attempts = 4096; + if (bruteForce || attempts >= w * h) + return findChartLocation_bruteForce(startPosition, atlasBitImage, chartBitImage, chartBitImageRotated, w, h, best_x, best_y, best_w, best_h, best_r, blockAligned, maxResolution, allowRotate); + return findChartLocation_random(atlasBitImage, chartBitImage, chartBitImageRotated, w, h, best_x, best_y, best_w, best_h, best_r, attempts, blockAligned, maxResolution, allowRotate); } - bool findChartLocation_bruteForce(const BitImage *atlasBitImage, const BitImage *chartBitImage, const Vector2 &/*extents*/, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, bool blockAligned, bool resizableAtlas) + bool findChartLocation_bruteForce(const Vector2i &startPosition, const BitImage *atlasBitImage, const BitImage *chartBitImage, const BitImage *chartBitImageRotated, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, bool blockAligned, uint32_t maxResolution, bool allowRotate) { - bool result = false; - const int BLOCK_SIZE = 4; + const int stepSize = blockAligned ? 4 : 1; int best_metric = INT_MAX; - int step_size = blockAligned ? BLOCK_SIZE : 1; // Try two different orientations. for (int r = 0; r < 2; r++) { int cw = chartBitImage->width(); int ch = chartBitImage->height(); - if (r & 1) - swap(cw, ch); - for (int y = 0; y <= h + step_size; y += step_size) { // + 1 to extend atlas in case atlas full. - for (int x = 0; x <= w + step_size; x += step_size) { // + 1 not really necessary here. - if (!resizableAtlas && (x > (int)atlasBitImage->width() - cw || y > (int)atlasBitImage->height() - ch)) + if (r == 1) { + if (allowRotate) + swap(cw, ch); + else + break; + } + for (int y = startPosition.y; y <= h + stepSize; y += stepSize) { + if (maxResolution > 0 && y > (int)maxResolution - ch) + break; + for (int x = (y == startPosition.y ? startPosition.x : 0); x <= w + stepSize; x += stepSize) { + if (maxResolution > 0 && x > (int)maxResolution - cw) + break; + // Early out if metric is not better. + const int extentX = max(w, x + cw), extentY = max(h, y + ch); + const int area = extentX * extentY; + const int extents = max(extentX, extentY); + const int metric = extents * extents + area; + if (metric > best_metric) continue; - // Early out. - int area = max(w, x + cw) * max(h, y + ch); - //int perimeter = max(w, x+cw) + max(h, y+ch); - int extents = max(max(w, x + cw), max(h, y + ch)); - int metric = extents * extents + area; - if (metric > best_metric) { + // If metric is the same, pick the one closest to the origin. + if (metric == best_metric && max(x, y) >= max(*best_x, *best_y)) continue; - } - if (metric == best_metric && max(x, y) >= max(*best_x, *best_y)) { - // If metric is the same, pick the one closest to the origin. + if (!atlasBitImage->canBlit(r == 1 ? *chartBitImageRotated : *chartBitImage, x, y)) continue; - } - if (canAddChart(atlasBitImage, chartBitImage, w, h, x, y, r)) { - result = true; - best_metric = metric; - *best_x = x; - *best_y = y; - *best_w = cw; - *best_h = ch; - *best_r = r; - if (area == w * h) { - // Chart is completely inside, do not look at any other location. - goto done; - } - } + best_metric = metric; + *best_x = x; + *best_y = y; + *best_w = cw; + *best_h = ch; + *best_r = r; + if (area == w * h) + return true; // Chart is completely inside, do not look at any other location. } } } - done: - XA_DEBUG_ASSERT (best_metric != INT_MAX); - return result; + return best_metric != INT_MAX; } - bool findChartLocation_random(const BitImage *atlasBitImage, const BitImage *chartBitImage, const Vector2 &/*extents*/, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, int minTrialCount, bool blockAligned, bool resizableAtlas) + bool findChartLocation_random(const BitImage *atlasBitImage, const BitImage *chartBitImage, const BitImage *chartBitImageRotated, int w, int h, int *best_x, int *best_y, int *best_w, int *best_h, int *best_r, int minTrialCount, bool blockAligned, uint32_t maxResolution, bool allowRotate) { bool result = false; const int BLOCK_SIZE = 4; @@ -7562,22 +8409,23 @@ struct AtlasPacker for (int i = 0; i < minTrialCount; i++) { int cw = chartBitImage->width(); int ch = chartBitImage->height(); - int r = m_rand.getRange(1); - if (r & 1) + int r = allowRotate ? m_rand.getRange(1) : 0; + if (r == 1) swap(cw, ch); // + 1 to extend atlas in case atlas full. We may want to use a higher number to increase probability of extending atlas. int xRange = w + 1; int yRange = h + 1; - if (!resizableAtlas) { - xRange = min(xRange, (int)atlasBitImage->width() - cw); - yRange = min(yRange, (int)atlasBitImage->height() - ch); + // Clamp to max resolution. + if (maxResolution > 0) { + xRange = min(xRange, (int)maxResolution - cw); + yRange = min(yRange, (int)maxResolution - ch); } int x = m_rand.getRange(xRange); int y = m_rand.getRange(yRange); if (blockAligned) { x = align(x, BLOCK_SIZE); y = align(y, BLOCK_SIZE); - if (!resizableAtlas && (x > (int)atlasBitImage->width() - cw || y > (int)atlasBitImage->height() - ch)) + if (maxResolution > 0 && (x > (int)maxResolution - cw || y > (int)maxResolution - ch)) continue; // Block alignment pushed the chart outside the atlas. } // Early out. @@ -7592,324 +8440,150 @@ struct AtlasPacker // If metric is the same, pick the one closest to the origin. continue; } - if (canAddChart(atlasBitImage, chartBitImage, w, h, x, y, r)) { + if (atlasBitImage->canBlit(r == 1 ? *chartBitImageRotated : *chartBitImage, x, y)) { result = true; best_metric = metric; *best_x = x; *best_y = y; *best_w = cw; *best_h = ch; - *best_r = r; + *best_r = allowRotate ? r : 0; if (area == w * h) { // Chart is completely inside, do not look at any other location. break; } } } - return result; - } - - void drawChartBitImageDilate(const Chart *chart, BitImage *bitImage, uint32_t padding) - { - const uint32_t w = bitImage->width(); - const uint32_t h = bitImage->height(); - const Vector2 extents = Vector2(float(w), float(h)); - // Rasterize chart faces, check that all bits are not set. - const Mesh *mesh = chart->mesh(); - const uint32_t faceCount = mesh->faceCount(); - for (uint32_t f = 0; f < faceCount; f++) { - const Face *face = mesh->faceAt(f); - // Triangle fan. Assuming face is convex. - for (uint32_t j = 0; j < face->nIndices - 2; j++) { - Vector2 vertices[3]; - vertices[0] = mesh->texcoord(mesh->vertexAt(face->firstIndex + 0)); - vertices[1] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 1)); - vertices[2] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 2)); - for (uint32_t k = 0; k < 3; k++) { - vertices[k] = vertices[k] + Vector2(0.5f) + Vector2(float(padding)); - XA_ASSERT(ftoi_ceil(vertices[k].x) >= 0); - XA_ASSERT(ftoi_ceil(vertices[k].y) >= 0); - XA_ASSERT(ftoi_ceil(vertices[k].x) <= (int)w); - XA_ASSERT(ftoi_ceil(vertices[k].y) <= (int)h); - } - raster::drawTriangle(raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::setBitsCallback, bitImage); - } - } - // Expand chart by padding pixels. (dilation) - BitImage tmp(w, h); - for (uint32_t i = 0; i < padding; i++) { - tmp.clearAll(); - for (uint32_t y = 0; y < h; y++) { - for (uint32_t x = 0; x < w; x++) { - bool b = bitImage->bitAt(x, y); - if (!b) { - if (x > 0) { - b |= bitImage->bitAt(x - 1, y); - if (y > 0) b |= bitImage->bitAt(x - 1, y - 1); - if (y < h - 1) b |= bitImage->bitAt(x - 1, y + 1); - } - if (y > 0) b |= bitImage->bitAt(x, y - 1); - if (y < h - 1) b |= bitImage->bitAt(x, y + 1); - if (x < w - 1) { - b |= bitImage->bitAt(x + 1, y); - if (y > 0) b |= bitImage->bitAt(x + 1, y - 1); - if (y < h - 1) b |= bitImage->bitAt(x + 1, y + 1); - } - } - if (b) tmp.setBitAt(x, y); - } - } - swap(tmp, *bitImage); - } - } - - void drawChartBitImage(const Chart *chart, BitImage *bitImage, const Vector2 &scale, const Vector2 &offset) - { - const int w = bitImage->width(); - const int h = bitImage->height(); - const Vector2 extents = Vector2(float(w), float(h)); - static const Vector2 pad[4] = { - Vector2(-0.5, -0.5), - Vector2(0.5, -0.5), - Vector2(-0.5, 0.5), - Vector2(0.5, 0.5) - }; - // Rasterize 4 times to add proper padding. - for (int i = 0; i < 4; i++) { - // Rasterize chart faces, check that all bits are not set. - const Mesh *mesh = chart->mesh(); - const uint32_t faceCount = mesh->faceCount(); - for (uint32_t f = 0; f < faceCount; f++) { - const Face *face = mesh->faceAt(f); - // Triangle fan. Assuming face is convex. - for (uint32_t j = 0; j < face->nIndices - 2; j++) { - Vector2 vertices[3]; - vertices[0] = mesh->texcoord(mesh->vertexAt(face->firstIndex + 0)); - vertices[1] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 1)); - vertices[2] = mesh->texcoord(mesh->vertexAt(face->firstIndex + j + 2)); - for (uint32_t k = 0; k < 3; k++) { - vertices[k] = vertices[k] * scale + offset + pad[i]; - XA_ASSERT(ftoi_ceil(vertices[k].x) >= 0); - XA_ASSERT(ftoi_ceil(vertices[k].y) >= 0); - XA_ASSERT(ftoi_ceil(vertices[k].x) <= w); - XA_ASSERT(ftoi_ceil(vertices[k].y) <= h); - } - raster::drawTriangle(raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, AtlasPacker::setBitsCallback, bitImage); - } - } - } - // Expand chart by padding pixels. (dilation) - BitImage tmp(w, h); - tmp.clearAll(); - for (int y = 0; y < h; y++) { - for (int x = 0; x < w; x++) { - bool b = bitImage->bitAt(x, y); - if (!b) { - if (x > 0) { - b |= bitImage->bitAt(x - 1, y); - if (y > 0) b |= bitImage->bitAt(x - 1, y - 1); - if (y < h - 1) b |= bitImage->bitAt(x - 1, y + 1); - } - if (y > 0) b |= bitImage->bitAt(x, y - 1); - if (y < h - 1) b |= bitImage->bitAt(x, y + 1); - if (x < w - 1) { - b |= bitImage->bitAt(x + 1, y); - if (y > 0) b |= bitImage->bitAt(x + 1, y - 1); - if (y < h - 1) b |= bitImage->bitAt(x + 1, y + 1); - } - } - if (b) tmp.setBitAt(x, y); - } - } - swap(tmp, *bitImage); - } - - bool canAddChart(const BitImage *atlasBitImage, const BitImage *chartBitImage, int atlas_w, int atlas_h, int offset_x, int offset_y, int r) - { - XA_DEBUG_ASSERT(r == 0 || r == 1); - XA_OVERLAP_CHARTS(if (atlasBitImage->bitAt(xx, yy)) return false;); - return true; - } - - void addChart(BitImage *atlasBitImage, const BitImage *chartBitImage, int atlas_w, int atlas_h, int offset_x, int offset_y, int r) - { - XA_DEBUG_ASSERT(r == 0 || r == 1); - XA_OVERLAP_CHARTS(XA_DEBUG_ASSERT(atlasBitImage->bitAt(xx, yy) == false); atlasBitImage->setBitAt(xx, yy);); - } - - static bool setBitsCallback(void *param, int x, int y, const Vector3 &, const Vector3 &, const Vector3 &, float area) - { - BitImage *bitImage = (BitImage * )param; - if (area > 0.0) { - bitImage->setBitAt(x, y); - } - return true; - } - - // Compute the convex hull using Graham Scan. - static void convexHull(const Array &input, Array &output, float epsilon) - { - const uint32_t inputCount = input.size(); - Array coords; - coords.resize(inputCount); - for (uint32_t i = 0; i < inputCount; i++) { - coords[i] = input[i].x; - } - RadixSort radix; - radix.sort(coords); - const uint32_t *ranks = radix.ranks(); - Array top; - top.reserve(inputCount); - Array bottom; - bottom.reserve(inputCount); - Vector2 P = input[ranks[0]]; - Vector2 Q = input[ranks[inputCount - 1]]; - float topy = max(P.y, Q.y); - float boty = min(P.y, Q.y); - for (uint32_t i = 0; i < inputCount; i++) { - Vector2 p = input[ranks[i]]; - if (p.y >= boty) top.push_back(p); - } - for (uint32_t i = 0; i < inputCount; i++) { - Vector2 p = input[ranks[inputCount - 1 - i]]; - if (p.y <= topy) bottom.push_back(p); - } - // Filter top list. - output.clear(); - output.push_back(top[0]); - output.push_back(top[1]); - for (uint32_t i = 2; i < top.size(); ) { - Vector2 a = output[output.size() - 2]; - Vector2 b = output[output.size() - 1]; - Vector2 c = top[i]; - float area = triangleArea(a, b, c); - if (area >= -epsilon) { - output.pop_back(); - } - if (area < -epsilon || output.size() == 1) { - output.push_back(c); - i++; - } - } - uint32_t top_count = output.size(); - output.push_back(bottom[1]); - // Filter bottom list. - for (uint32_t i = 2; i < bottom.size(); ) { - Vector2 a = output[output.size() - 2]; - Vector2 b = output[output.size() - 1]; - Vector2 c = bottom[i]; - float area = triangleArea(a, b, c); - if (area >= -epsilon) { - output.pop_back(); - } - if (area < -epsilon || output.size() == top_count) { - output.push_back(c); - i++; - } - } - // Remove duplicate element. - XA_DEBUG_ASSERT(output.front() == output.back()); - output.pop_back(); - } - - // This should compute convex hull and use rotating calipers to find the best box. Currently it uses a brute force method. - static void computeBoundingBox(const Chart *chart, Vector2 *majorAxis, Vector2 *minorAxis, Vector2 *minCorner, Vector2 *maxCorner) - { - // Compute list of boundary points. - Array points; - points.reserve(16); - const Mesh *mesh = chart->mesh(); - const uint32_t vertexCount = mesh->vertexCount(); - uint32_t bp = 0; - for (uint32_t v = 0; v < vertexCount; v++) { - if (mesh->isBoundaryVertex(v)) { - points.push_back(mesh->texcoord(v)); - bp++; - } - } - XA_DEBUG_ASSERT(points.size() > 0); - Array hull; - convexHull(points, hull, 0.00001f); - // @@ Ideally I should use rotating calipers to find the best box. Using brute force for now. - float best_area = FLT_MAX; - Vector2 best_min(0); - Vector2 best_max(0); - Vector2 best_axis(0); - const uint32_t hullCount = hull.size(); - for (uint32_t i = 0, j = hullCount - 1; i < hullCount; j = i, i++) { - if (equal(hull[i], hull[j])) { - continue; - } - Vector2 axis = normalize(hull[i] - hull[j], 0.0f); - XA_DEBUG_ASSERT(isFinite(axis)); - // Compute bounding box. - Vector2 box_min(FLT_MAX, FLT_MAX); - Vector2 box_max(-FLT_MAX, -FLT_MAX); - for (uint32_t v = 0; v < hullCount; v++) { - Vector2 point = hull[v]; - const float x = dot(axis, point); - const float y = dot(Vector2(-axis.y, axis.x), point); - box_min.x = min(box_min.x, x); - box_max.x = max(box_max.x, x); - box_min.y = min(box_min.y, y); - box_max.y = max(box_max.y, y); - } - // Compute box area. - const float area = (box_max.x - box_min.x) * (box_max.y - box_min.y); - if (area < best_area) { - best_area = area; - best_min = box_min; - best_max = box_max; - best_axis = axis; + return result; + } + + void addChart(BitImage *atlasBitImage, const BitImage *chartBitImage, const BitImage *chartBitImageRotated, int atlas_w, int atlas_h, int offset_x, int offset_y, int r) + { + XA_DEBUG_ASSERT(r == 0 || r == 1); + const BitImage *image = r == 0 ? chartBitImage : chartBitImageRotated; + const int w = image->width(); + const int h = image->height(); + for (int y = 0; y < h; y++) { + int yy = y + offset_y; + if (yy >= 0) { + for (int x = 0; x < w; x++) { + int xx = x + offset_x; + if (xx >= 0) { + if (image->get(x, y)) { + if (xx < atlas_w && yy < atlas_h) { + XA_DEBUG_ASSERT(atlasBitImage->get(xx, yy) == false); + atlasBitImage->set(xx, yy); + } + } + } + } } } - // Consider all points, not only boundary points, in case the input chart is malformed. - for (uint32_t i = 0; i < vertexCount; i++) { - const Vector2 &point = mesh->texcoord(i); - const float x = dot(best_axis, point); - const float y = dot(Vector2(-best_axis.y, best_axis.x), point); - best_min.x = min(best_min.x, x); - best_max.x = max(best_max.x, x); - best_min.y = min(best_min.y, y); - best_max.y = max(best_max.y, y); + } + + void bilinearExpand(const Chart *chart, BitImage *source, BitImage *dest, BitImage *destRotated, UniformGrid2 &boundaryEdgeGrid) const + { + boundaryEdgeGrid.reset(chart->vertices, chart->indices); + if (chart->boundaryEdges) { + const uint32_t edgeCount = chart->boundaryEdges->size(); + for (uint32_t i = 0; i < edgeCount; i++) + boundaryEdgeGrid.append((*chart->boundaryEdges)[i]); + } else { + for (uint32_t i = 0; i < chart->indexCount; i++) + boundaryEdgeGrid.append(i); + } + const int xOffsets[] = { -1, 0, 1, -1, 1, -1, 0, 1 }; + const int yOffsets[] = { -1, -1, -1, 0, 0, 1, 1, 1 }; + for (uint32_t y = 0; y < source->height(); y++) { + for (uint32_t x = 0; x < source->width(); x++) { + // Copy pixels from source. + if (source->get(x, y)) + goto setPixel; + // Empty pixel. If none of of the surrounding pixels are set, this pixel can't be sampled by bilinear interpolation. + { + uint32_t s = 0; + for (; s < 8; s++) { + const int sx = (int)x + xOffsets[s]; + const int sy = (int)y + yOffsets[s]; + if (sx < 0 || sy < 0 || sx >= (int)source->width() || sy >= (int)source->height()) + continue; + if (source->get((uint32_t)sx, (uint32_t)sy)) + break; + } + if (s == 8) + continue; + } + { + // If a 2x2 square centered on the pixels centroid intersects the triangle, this pixel will be sampled by bilinear interpolation. + // See "Precomputed Global Illumination in Frostbite (GDC 2018)" page 95 + const Vector2 centroid((float)x + 0.5f, (float)y + 0.5f); + const Vector2 squareVertices[4] = { + Vector2(centroid.x - 1.0f, centroid.y - 1.0f), + Vector2(centroid.x + 1.0f, centroid.y - 1.0f), + Vector2(centroid.x + 1.0f, centroid.y + 1.0f), + Vector2(centroid.x - 1.0f, centroid.y + 1.0f) + }; + for (uint32_t j = 0; j < 4; j++) { + if (boundaryEdgeGrid.intersect(squareVertices[j], squareVertices[(j + 1) % 4], 0.0f)) + goto setPixel; + } + } + continue; + setPixel: + dest->set(x, y); + if (destRotated) + destRotated->set(y, x); + } } - *majorAxis = best_axis; - *minorAxis = Vector2(-best_axis.y, best_axis.x); - *minCorner = best_min; - *maxCorner = best_max; } - Atlas *m_atlas; + struct DrawTriangleCallbackArgs + { + BitImage *chartBitImage, *chartBitImageRotated; + }; + + static bool drawTriangleCallback(void *param, int x, int y) + { + auto args = (DrawTriangleCallbackArgs *)param; + args->chartBitImage->set(x, y); + if (args->chartBitImageRotated) + args->chartBitImageRotated->set(y, x); + return true; + } + + Array m_atlasImages; + Array m_utilization; Array m_bitImages; + Array m_charts; RadixSort m_radix; - uint32_t m_width; - uint32_t m_height; - float m_texelsPerUnit; - MTRand m_rand; + uint32_t m_width = 0; + uint32_t m_height = 0; + float m_texelsPerUnit = 0.0f; + KISSRng m_rand; }; -} // namespace param +} // namespace pack } // namespace internal struct Context { Atlas atlas; + uint32_t meshCount = 0; + internal::Progress *addMeshProgress = nullptr; + internal::TaskGroupHandle addMeshTaskGroup; internal::param::Atlas paramAtlas; - internal::task::Scheduler *taskScheduler; + ProgressFunc progressFunc = nullptr; + void *progressUserData = nullptr; + internal::TaskScheduler *taskScheduler; + internal::Array uvMeshes; + internal::Array uvMeshInstances; }; Atlas *Create() { - Context *ctx = XA_NEW(Context); - ctx->atlas.atlasCount = 0; - ctx->atlas.chartCount = 0; - ctx->atlas.height = 0; - ctx->atlas.meshCount = 0; - ctx->atlas.meshes = NULL; - ctx->atlas.texelsPerUnit = 0; - ctx->atlas.utilization = NULL; - ctx->atlas.width = 0; - ctx->taskScheduler = XA_NEW(internal::task::Scheduler); + Context *ctx = XA_NEW(internal::MemTag::Default, Context); + memset(&ctx->atlas, 0, sizeof(Atlas)); + ctx->taskScheduler = XA_NEW(internal::MemTag::Default, internal::TaskScheduler); return &ctx->atlas; } @@ -7919,14 +8593,20 @@ static void DestroyOutputMeshes(Context *ctx) return; for (int i = 0; i < (int)ctx->atlas.meshCount; i++) { Mesh &mesh = ctx->atlas.meshes[i]; - for (uint32_t j = 0; j < mesh.chartCount; j++) - XA_FREE(mesh.chartArray[j].indexArray); - XA_FREE(mesh.chartArray); - XA_FREE(mesh.vertexArray); - XA_FREE(mesh.indexArray); - } - XA_FREE(ctx->atlas.meshes); - ctx->atlas.meshes = NULL; + for (uint32_t j = 0; j < mesh.chartCount; j++) { + if (mesh.chartArray[j].faceArray) + XA_FREE(mesh.chartArray[j].faceArray); + } + if (mesh.chartArray) + XA_FREE(mesh.chartArray); + if (mesh.vertexArray) + XA_FREE(mesh.vertexArray); + if (mesh.indexArray) + XA_FREE(mesh.indexArray); + } + if (ctx->atlas.meshes) + XA_FREE(ctx->atlas.meshes); + ctx->atlas.meshes = nullptr; } void Destroy(Atlas *atlas) @@ -7935,14 +8615,110 @@ void Destroy(Atlas *atlas) Context *ctx = (Context *)atlas; if (atlas->utilization) XA_FREE(atlas->utilization); + if (atlas->image) + XA_FREE(atlas->image); DestroyOutputMeshes(ctx); - ctx->taskScheduler->~Scheduler(); + if (ctx->addMeshProgress) { + ctx->addMeshProgress->cancel = true; + AddMeshJoin(atlas); // frees addMeshProgress + } + ctx->taskScheduler->~TaskScheduler(); XA_FREE(ctx->taskScheduler); + for (uint32_t i = 0; i < ctx->uvMeshes.size(); i++) { + internal::UvMesh *mesh = ctx->uvMeshes[i]; + for (uint32_t j = 0; j < mesh->charts.size(); j++) { + mesh->charts[j]->~UvMeshChart(); + XA_FREE(mesh->charts[j]); + } + mesh->~UvMesh(); + XA_FREE(mesh); + } + for (uint32_t i = 0; i < ctx->uvMeshInstances.size(); i++) { + internal::UvMeshInstance *mesh = ctx->uvMeshInstances[i]; + mesh->~UvMeshInstance(); + XA_FREE(mesh); + } ctx->~Context(); XA_FREE(ctx); #if XA_DEBUG_HEAP - internal::ReportAllocs(); + internal::ReportLeaks(); +#endif +} + +struct AddMeshTaskArgs +{ + Context *ctx; + internal::Mesh *mesh; +}; + +static void runAddMeshTask(void *userData) +{ + XA_PROFILE_START(addMeshThread) + auto args = (AddMeshTaskArgs *)userData; // Responsible for freeing this. + internal::Mesh *mesh = args->mesh; + internal::Progress *progress = args->ctx->addMeshProgress; + if (progress->cancel) + goto cleanup; + { + XA_PROFILE_START(addMeshCreateColocals) + mesh->createColocals(); + XA_PROFILE_END(addMeshCreateColocals) + } + if (progress->cancel) + goto cleanup; + { + XA_PROFILE_START(addMeshCreateFaceGroups) + mesh->createFaceGroups(); + XA_PROFILE_END(addMeshCreateFaceGroups) + } + if (progress->cancel) + goto cleanup; +#if XA_DEBUG_EXPORT_OBJ_SOURCE_MESHES + char filename[256]; + XA_SPRINTF(filename, sizeof(filename), "debug_mesh_%03u.obj", mesh->id()); + FILE *file; + XA_FOPEN(file, filename, "w"); + if (file) { + mesh->writeObjVertices(file); + // groups + uint32_t numGroups = 0; + for (uint32_t i = 0; i < mesh->faceCount(); i++) { + if (mesh->faceGroupAt(i) != Mesh::kInvalidFaceGroup) + numGroups = internal::max(numGroups, mesh->faceGroupAt(i) + 1); + } + for (uint32_t i = 0; i < numGroups; i++) { + fprintf(file, "o group_%04d\n", i); + fprintf(file, "s off\n"); + for (uint32_t f = 0; f < mesh->faceCount(); f++) { + if (mesh->faceGroupAt(f) == i) + mesh->writeObjFace(file, f); + } + } + fprintf(file, "o group_ignored\n"); + fprintf(file, "s off\n"); + for (uint32_t f = 0; f < mesh->faceCount(); f++) { + if (mesh->faceGroupAt(f) == Mesh::kInvalidFaceGroup) + mesh->writeObjFace(file, f); + } + mesh->writeObjBoundaryEges(file); + fclose(file); + } #endif + { + XA_PROFILE_START(addMeshCreateChartGroupsReal) + args->ctx->paramAtlas.addMesh(args->ctx->taskScheduler, mesh); // addMesh is thread safe + XA_PROFILE_END(addMeshCreateChartGroupsReal) + } + if (progress->cancel) + goto cleanup; + progress->value++; + progress->update(); +cleanup: + mesh->~Mesh(); + XA_FREE(mesh); + args->~AddMeshTaskArgs(); + XA_FREE(args); + XA_PROFILE_END(addMeshThread) } static internal::Vector3 DecodePosition(const MeshDecl &meshDecl, uint32_t index) @@ -7974,26 +8750,48 @@ static uint32_t DecodeIndex(IndexFormat::Enum format, const void *indexData, int return uint32_t((int32_t)((const uint32_t *)indexData)[i] + offset); } -AddMeshError::Enum AddMesh(Atlas *atlas, const MeshDecl &meshDecl) +AddMeshError::Enum AddMesh(Atlas *atlas, const MeshDecl &meshDecl, uint32_t meshCountHint) { XA_DEBUG_ASSERT(atlas); - XA_DEBUG_ASSERT(meshDecl.vertexCount > 0); - XA_DEBUG_ASSERT(meshDecl.indexCount > 0); + if (!atlas) { + XA_PRINT_WARNING("AddMesh: atlas is null.\n"); + return AddMeshError::Error; + } Context *ctx = (Context *)atlas; - XA_PRINT("Adding mesh %d: %u vertices, %u triangles\n", atlas->meshCount, meshDecl.vertexCount, meshDecl.indexCount / 3); + if (!ctx->uvMeshes.isEmpty()) { + XA_PRINT_WARNING("AddMesh: Meshes and UV meshes cannot be added to the same atlas.\n"); + return AddMeshError::Error; + } +#if XA_PROFILE + if (ctx->meshCount == 0) + internal::s_profile.addMeshReal = clock(); +#endif + // Don't know how many times AddMesh will be called, so progress needs to adjusted each time. + if (!ctx->addMeshProgress) { + ctx->addMeshProgress = XA_NEW_ARGS(internal::MemTag::Default, internal::Progress, ProgressCategory::AddMesh, ctx->progressFunc, ctx->progressUserData, 1); + } + else { + ctx->addMeshProgress->setMaxValue(internal::max(ctx->meshCount + 1, meshCountHint)); + } + XA_PROFILE_START(addMeshCopyData) + const bool hasIndices = meshDecl.indexCount > 0; + const uint32_t indexCount = hasIndices ? meshDecl.indexCount : meshDecl.vertexCount; + XA_PRINT("Adding mesh %d: %u vertices, %u triangles\n", ctx->meshCount, meshDecl.vertexCount, indexCount / 3); // Expecting triangle faces. - if ((meshDecl.indexCount % 3) != 0) + if ((indexCount % 3) != 0) return AddMeshError::InvalidIndexCount; - // Check if any index is out of range. - for (uint32_t i = 0; i < meshDecl.indexCount; i++) { - const uint32_t index = DecodeIndex(meshDecl.indexFormat, meshDecl.indexData, meshDecl.indexOffset, i); - if (index >= meshDecl.vertexCount) - return AddMeshError::IndexOutOfRange; + if (hasIndices) { + // Check if any index is out of range. + for (uint32_t i = 0; i < indexCount; i++) { + const uint32_t index = DecodeIndex(meshDecl.indexFormat, meshDecl.indexData, meshDecl.indexOffset, i); + if (index >= meshDecl.vertexCount) + return AddMeshError::IndexOutOfRange; + } } - uint32_t meshFlags = 0; + uint32_t meshFlags = internal::MeshFlags::HasFaceGroups | internal::MeshFlags::HasIgnoredFaces; if (meshDecl.vertexNormalData) meshFlags |= internal::MeshFlags::HasNormals; - internal::Mesh *mesh = XA_NEW(internal::Mesh, meshFlags, meshDecl.vertexCount, meshDecl.indexCount / 3, atlas->meshCount); + internal::Mesh *mesh = XA_NEW_ARGS(internal::MemTag::Mesh, internal::Mesh, meshDecl.epsilon, meshDecl.vertexCount, indexCount / 3, meshFlags, ctx->meshCount); for (uint32_t i = 0; i < meshDecl.vertexCount; i++) { internal::Vector3 normal(0.0f); internal::Vector2 texcoord(0.0f); @@ -8003,132 +8801,325 @@ AddMeshError::Enum AddMesh(Atlas *atlas, const MeshDecl &meshDecl) texcoord = DecodeUv(meshDecl, i); mesh->addVertex(DecodePosition(meshDecl, i), normal, texcoord); } - for (uint32_t i = 0; i < meshDecl.indexCount / 3; i++) { + for (uint32_t i = 0; i < indexCount / 3; i++) { uint32_t tri[3]; for (int j = 0; j < 3; j++) - tri[j] = DecodeIndex(meshDecl.indexFormat, meshDecl.indexData, meshDecl.indexOffset, i * 3 + j); - uint32_t faceFlags = 0; + tri[j] = hasIndices ? DecodeIndex(meshDecl.indexFormat, meshDecl.indexData, meshDecl.indexOffset, i * 3 + j) : i * 3 + j; + bool ignore = false; // Check for degenerate or zero length edges. for (int j = 0; j < 3; j++) { const uint32_t index1 = tri[j]; const uint32_t index2 = tri[(j + 1) % 3]; if (index1 == index2) { - faceFlags |= internal::FaceFlags::Ignore; + ignore = true; XA_PRINT(" Degenerate edge: index %d, index %d\n", index1, index2); break; } const internal::Vector3 &pos1 = mesh->position(index1); const internal::Vector3 &pos2 = mesh->position(index2); if (internal::length(pos2 - pos1) <= 0.0f) { - faceFlags |= internal::FaceFlags::Ignore; + ignore = true; XA_PRINT(" Zero length edge: index %d position (%g %g %g), index %d position (%g %g %g)\n", index1, pos1.x, pos1.y, pos1.z, index2, pos2.x, pos2.y, pos2.z); break; } } - // Check for zero area faces. Don't bother if a degenerate or zero length edge was already detected. - if (!(faceFlags & internal::FaceFlags::Ignore)) { - const internal::Vector3 &a = mesh->position(tri[0]); - const internal::Vector3 &b = mesh->position(tri[1]); - const internal::Vector3 &c = mesh->position(tri[2]); - const float area = internal::length(internal::cross(b - a, c - a)) * 0.5f; - if (area <= FLT_EPSILON) { - // faceFlags |= internal::FaceFlags::Ignore; // [Bruno] I can have zero-faces areas when triangulating quads... - XA_PRINT(" Zero area face: %d, indices (%d %d %d), area is %f\n", i, tri[0], tri[1], tri[2], area); + // Ignore faces with any nan vertex attributes. + if (!ignore) { + for (int j = 0; j < 3; j++) { + const internal::Vector3 &pos = mesh->position(tri[j]); + if (internal::isNan(pos.x) || internal::isNan(pos.y) || internal::isNan(pos.z)) { + XA_PRINT(" NAN position in face: %d\n", i); + ignore = true; + break; + } + if (meshDecl.vertexNormalData) { + const internal::Vector3 &normal = mesh->normal(tri[j]); + if (internal::isNan(normal.x) || internal::isNan(normal.y) || internal::isNan(normal.z)) { + XA_PRINT(" NAN normal in face: %d\n", i); + ignore = true; + break; + } + } + if (meshDecl.vertexUvData) { + const internal::Vector2 &uv = mesh->texcoord(tri[j]); + if (internal::isNan(uv.x) || internal::isNan(uv.y)) { + XA_PRINT(" NAN texture coordinate in face: %d\n", i); + ignore = true; + break; + } + } } } - if (meshDecl.faceIgnoreData && meshDecl.faceIgnoreData[i]) - faceFlags |= internal::FaceFlags::Ignore; - mesh->addFace(tri[0], tri[1], tri[2], faceFlags); - } - mesh->createColocals(); - mesh->createFaceGroups(); - mesh->createBoundaries(); -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_SOURCE_MESHES - char filename[256]; - sprintf(filename, "debug_mesh_%0.3u.obj", mesh->id()); - FILE *file = fopen(filename, "w"); - if (file) { - mesh->writeObjVertices(file); - // groups - uint32_t numGroups = 0; - for (uint32_t i = 0; i < mesh->faceGroupCount(); i++) { - if (mesh->faceGroupAt(i) != UINT32_MAX) - numGroups = internal::max(numGroups, mesh->faceGroupAt(i) + 1); - } - for (uint32_t i = 0; i < numGroups; i++) { - fprintf(file, "o group_%0.4d\n", i); - fprintf(file, "s off\n"); - for (uint32_t f = 0; f < mesh->faceGroupCount(); f++) { - if (mesh->faceGroupAt(f) == i) - mesh->writeObjFace(file, f); + const internal::Vector3 &a = mesh->position(tri[0]); + const internal::Vector3 &b = mesh->position(tri[1]); + const internal::Vector3 &c = mesh->position(tri[2]); + // Check for zero area faces. + float area = 0.0f; + if (!ignore) { + area = internal::length(internal::cross(b - a, c - a)) * 0.5f; + if (area <= internal::kAreaEpsilon) { + ignore = true; + XA_PRINT(" Zero area face: %d, indices (%d %d %d), area is %f\n", i, tri[0], tri[1], tri[2], area); } } - fprintf(file, "o group_ignored\n"); - fprintf(file, "s off\n"); - for (uint32_t f = 0; f < mesh->faceGroupCount(); f++) { - if (mesh->faceGroupAt(f) == UINT32_MAX) - mesh->writeObjFace(file, f); + if (!ignore) { + if (internal::equal(a, b, meshDecl.epsilon) || internal::equal(a, c, meshDecl.epsilon) || internal::equal(b, c, meshDecl.epsilon)) { + ignore = true; + XA_PRINT(" Degenerate face: %d, area is %f\n", i, area); + } } - mesh->writeObjBoundaryEges(file); - fclose(file); - } -#endif - ctx->paramAtlas.addMesh(mesh); - mesh->~Mesh(); - XA_FREE(mesh); - atlas->meshCount++; + if (meshDecl.faceIgnoreData && meshDecl.faceIgnoreData[i]) + ignore = true; + mesh->addFace(tri[0], tri[1], tri[2], ignore); + } + XA_PROFILE_END(addMeshCopyData) + if (ctx->addMeshTaskGroup.value == UINT32_MAX) + ctx->addMeshTaskGroup = ctx->taskScheduler->createTaskGroup(); + AddMeshTaskArgs *taskArgs = XA_NEW(internal::MemTag::Default, AddMeshTaskArgs); // The task frees this. + taskArgs->ctx = ctx; + taskArgs->mesh = mesh; + internal::Task task; + task.userData = taskArgs; + task.func = runAddMeshTask; + ctx->taskScheduler->run(ctx->addMeshTaskGroup, task); + ctx->meshCount++; return AddMeshError::Success; } -void Generate(Atlas *atlas, ChartOptions chartOptions, ParameterizeFunc paramFunc, PackOptions packOptions, ProgressFunc progressFunc, void *progressUserData) +void AddMeshJoin(Atlas *atlas) { + XA_DEBUG_ASSERT(atlas); if (!atlas) { - XA_PRINT_WARNING("Generate: atlas is NULL.\n"); + XA_PRINT_WARNING("AddMeshJoin: atlas is null.\n"); return; } Context *ctx = (Context *)atlas; - if (ctx->paramAtlas.meshCount() == 0) { - XA_PRINT_WARNING("Generate: No meshes. Call AddMesh first.\n"); + if (!ctx->addMeshProgress) return; + ctx->taskScheduler->wait(&ctx->addMeshTaskGroup); + ctx->addMeshProgress->~Progress(); + XA_FREE(ctx->addMeshProgress); + ctx->addMeshProgress = nullptr; + ctx->paramAtlas.sortChartGroups(); +#if XA_PROFILE + XA_PRINT("Added %u meshes\n", ctx->meshCount); + internal::s_profile.addMeshReal = clock() - internal::s_profile.addMeshReal; +#endif + XA_PROFILE_PRINT_AND_RESET(" Total (real): ", addMeshReal) + XA_PROFILE_PRINT_AND_RESET(" Copy data: ", addMeshCopyData) + XA_PROFILE_PRINT_AND_RESET(" Total (thread): ", addMeshThread) + XA_PROFILE_PRINT_AND_RESET(" Create colocals: ", addMeshCreateColocals) + XA_PROFILE_PRINT_AND_RESET(" Create face groups: ", addMeshCreateFaceGroups) + XA_PROFILE_PRINT_AND_RESET(" Create chart groups (real): ", addMeshCreateChartGroupsReal) + XA_PROFILE_PRINT_AND_RESET(" Create chart groups (thread): ", addMeshCreateChartGroupsThread) + XA_PRINT_MEM_USAGE +} + +struct EdgeKey +{ + EdgeKey() {} + EdgeKey(const EdgeKey &k) : v0(k.v0), v1(k.v1) {} + EdgeKey(uint32_t v0, uint32_t v1) : v0(v0), v1(v1) {} + bool operator==(const EdgeKey &k) const { return v0 == k.v0 && v1 == k.v1; } + + uint32_t v0; + uint32_t v1; +}; + +AddMeshError::Enum AddUvMesh(Atlas *atlas, const UvMeshDecl &decl) +{ + XA_DEBUG_ASSERT(atlas); + if (!atlas) { + XA_PRINT_WARNING("AddUvMesh: atlas is null.\n"); + return AddMeshError::Error; } - ComputeCharts(atlas, chartOptions, progressFunc, progressUserData); - ParameterizeCharts(atlas, paramFunc, progressFunc, progressUserData); - PackCharts(atlas, packOptions, progressFunc, progressUserData); + Context *ctx = (Context *)atlas; + if (ctx->meshCount > 0) { + XA_PRINT_WARNING("AddUvMesh: Meshes and UV meshes cannot be added to the same atlas.\n"); + return AddMeshError::Error; + } + const bool decoded = (decl.indexCount <= 0); + const uint32_t indexCount = decoded ? decl.vertexCount : decl.indexCount; + XA_PRINT("Adding UV mesh %d: %u vertices, %u triangles\n", ctx->uvMeshes.size(), decl.vertexCount, indexCount / 3); + // Expecting triangle faces. + if ((indexCount % 3) != 0) + return AddMeshError::InvalidIndexCount; + if (!decoded) { + // Check if any index is out of range. + for (uint32_t i = 0; i < indexCount; i++) { + const uint32_t index = DecodeIndex(decl.indexFormat, decl.indexData, decl.indexOffset, i); + if (index >= decl.vertexCount) + return AddMeshError::IndexOutOfRange; + } + } + internal::UvMeshInstance *meshInstance = XA_NEW(internal::MemTag::Default, internal::UvMeshInstance); + meshInstance->texcoords.resize(decl.vertexCount); + for (uint32_t i = 0; i < decl.vertexCount; i++) { + internal::Vector2 texcoord = *((const internal::Vector2 *)&((const uint8_t *)decl.vertexUvData)[decl.vertexStride * i]); + // Set nan values to 0. + if (internal::isNan(texcoord.x) || internal::isNan(texcoord.y)) + texcoord.x = texcoord.y = 0.0f; + meshInstance->texcoords[i] = texcoord; + } + meshInstance->rotateCharts = decl.rotateCharts; + // See if this is an instance of an already existing mesh. + internal::UvMesh *mesh = nullptr; + for (uint32_t m = 0; m < ctx->uvMeshes.size(); m++) { + if (memcmp(&ctx->uvMeshes[m]->decl, &decl, sizeof(UvMeshDecl)) == 0) { + meshInstance->mesh = mesh = ctx->uvMeshes[m]; + break; + } + } + if (!mesh) { + // Copy geometry to mesh. + meshInstance->mesh = mesh = XA_NEW(internal::MemTag::Default, internal::UvMesh); + mesh->decl = decl; + mesh->indices.resize(decl.indexCount); + for (uint32_t i = 0; i < indexCount; i++) + mesh->indices[i] = decoded ? i : DecodeIndex(decl.indexFormat, decl.indexData, decl.indexOffset, i); + mesh->vertexToChartMap.resize(decl.vertexCount); + for (uint32_t i = 0; i < mesh->vertexToChartMap.size(); i++) + mesh->vertexToChartMap[i] = UINT32_MAX; + // Calculate charts (incident faces). + internal::HashMap vertexToFaceMap(internal::MemTag::Default, indexCount); // Face is index / 3 + const uint32_t faceCount = indexCount / 3; + for (uint32_t i = 0; i < indexCount; i++) + vertexToFaceMap.add(meshInstance->texcoords[mesh->indices[i]]); + internal::BitArray faceAssigned(faceCount); + faceAssigned.zeroOutMemory(); + for (uint32_t f = 0; f < faceCount; f++) { + if (faceAssigned.get(f)) + continue; + // Found an unassigned face, create a new chart. + internal::UvMeshChart *chart = XA_NEW(internal::MemTag::Default, internal::UvMeshChart); + chart->material = decl.faceMaterialData ? decl.faceMaterialData[f] : 0; + // Walk incident faces and assign them to the chart. + faceAssigned.set(f); + chart->faces.push_back(f); + for (;;) { + bool newFaceAssigned = false; + const uint32_t faceCount2 = chart->faces.size(); + for (uint32_t f2 = 0; f2 < faceCount2; f2++) { + const uint32_t face = chart->faces[f2]; + for (uint32_t i = 0; i < 3; i++) { + const internal::Vector2 &texcoord = meshInstance->texcoords[meshInstance->mesh->indices[face * 3 + i]]; + uint32_t mapIndex = vertexToFaceMap.get(texcoord); + while (mapIndex != UINT32_MAX) { + const uint32_t face2 = mapIndex / 3; // 3 vertices added per face. + // Materials must match. + if (!faceAssigned.get(face2) && (!decl.faceMaterialData || decl.faceMaterialData[face] == decl.faceMaterialData[face2])) { + faceAssigned.set(face2); + chart->faces.push_back(face2); + newFaceAssigned = true; + } + mapIndex = vertexToFaceMap.getNext(mapIndex); + } + } + } + if (!newFaceAssigned) + break; + } + for (uint32_t i = 0; i < chart->faces.size(); i++) { + for (uint32_t j = 0; j < 3; j++) { + const uint32_t vertex = meshInstance->mesh->indices[chart->faces[i] * 3 + j]; + chart->indices.push_back(vertex); + mesh->vertexToChartMap[vertex] = mesh->charts.size(); + } + } + mesh->charts.push_back(chart); + } + ctx->uvMeshes.push_back(mesh); + } else { + XA_PRINT(" instance of a previous UV mesh\n"); + } + XA_PRINT(" %u charts\n", meshInstance->mesh->charts.size()); + ctx->uvMeshInstances.push_back(meshInstance); + return AddMeshError::Success; } -void ComputeCharts(Atlas *atlas, ChartOptions chartOptions, ProgressFunc progressFunc, void *progressUserData) +void ComputeCharts(Atlas *atlas, ChartOptions chartOptions) { if (!atlas) { - XA_PRINT_WARNING("ComputeCharts: atlas is NULL.\n"); + XA_PRINT_WARNING("ComputeCharts: atlas is null.\n"); return; } Context *ctx = (Context *)atlas; - if (ctx->paramAtlas.meshCount() == 0) { + if (!ctx->uvMeshInstances.isEmpty()) { + XA_PRINT_WARNING("ComputeCharts: This function should not be called with UV meshes.\n"); + return; + } + AddMeshJoin(atlas); + if (ctx->meshCount == 0) { XA_PRINT_WARNING("ComputeCharts: No meshes. Call AddMesh first.\n"); return; } XA_PRINT("Computing charts\n"); - atlas->chartCount = 0; - ctx->paramAtlas.computeCharts(ctx->taskScheduler, chartOptions, progressFunc, progressUserData); - // Count charts. - for (uint32_t i = 0; i < ctx->paramAtlas.meshCount(); i++) { + uint32_t chartCount = 0, chartsWithHolesCount = 0, holesCount = 0, chartsWithTJunctionsCount = 0, tJunctionsCount = 0; + XA_PROFILE_START(computeChartsReal) + if (!ctx->paramAtlas.computeCharts(ctx->taskScheduler, chartOptions, ctx->progressFunc, ctx->progressUserData)) { + XA_PRINT(" Cancelled by user\n"); + return; + } + XA_PROFILE_END(computeChartsReal) + // Count charts and print warnings. + for (uint32_t i = 0; i < ctx->meshCount; i++) { for (uint32_t j = 0; j < ctx->paramAtlas.chartGroupCount(i); j++) { const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, j); - if (!chartGroup->isVertexMap()) - atlas->chartCount += chartGroup->chartCount(); - } - } + if (chartGroup->isVertexMap()) + continue; + for (uint32_t k = 0; k < chartGroup->chartCount(); k++) { + const internal::param::Chart *chart = chartGroup->chartAt(k); +#if XA_PRINT_CHART_WARNINGS + if (chart->warningFlags() & internal::param::ChartWarningFlags::CloseHolesFailed) + XA_PRINT_WARNING(" Chart %u (mesh %u, group %u, id %u): failed to close holes\n", chartCount, i, j, k); + if (chart->warningFlags() & internal::param::ChartWarningFlags::FixTJunctionsDuplicatedEdge) + XA_PRINT_WARNING(" Chart %u (mesh %u, group %u, id %u): fixing t-junctions created non-manifold geometry\n", chartCount, i, j, k); + if (chart->warningFlags() & internal::param::ChartWarningFlags::FixTJunctionsFailed) + XA_PRINT_WARNING(" Chart %u (mesh %u, group %u, id %u): fixing t-junctions failed\n", chartCount, i, j, k); + if (chart->warningFlags() & internal::param::ChartWarningFlags::TriangulateDuplicatedEdge) + XA_PRINT_WARNING(" Chart %u (mesh %u, group %u, id %u): triangulation created non-manifold geometry\n", chartCount, i, j, k); +#endif + holesCount += chart->closedHolesCount(); + if (chart->closedHolesCount() > 0) + chartsWithHolesCount++; + tJunctionsCount += chart->fixedTJunctionsCount(); + if (chart->fixedTJunctionsCount() > 0) + chartsWithTJunctionsCount++; + chartCount++; + } + } + } + if (holesCount > 0) + XA_PRINT(" Closed %u holes in %u charts\n", holesCount, chartsWithHolesCount); + if (tJunctionsCount > 0) + XA_PRINT(" Fixed %u t-junctions in %u charts\n", tJunctionsCount, chartsWithTJunctionsCount); + XA_PRINT(" %u charts\n", chartCount); + XA_PROFILE_PRINT_AND_RESET(" Total (real): ", computeChartsReal) + XA_PROFILE_PRINT_AND_RESET(" Total (thread): ", computeChartsThread) + XA_PROFILE_PRINT_AND_RESET(" Build atlas: ", buildAtlas) + XA_PROFILE_PRINT_AND_RESET(" Init: ", buildAtlasInit) + XA_PROFILE_PRINT_AND_RESET(" Place seeds: ", buildAtlasPlaceSeeds) + XA_PROFILE_PRINT_AND_RESET(" Relocate seeds: ", buildAtlasRelocateSeeds) + XA_PROFILE_PRINT_AND_RESET(" Reset charts: ", buildAtlasResetCharts) + XA_PROFILE_PRINT_AND_RESET(" Grow charts: ", buildAtlasGrowCharts) + XA_PROFILE_PRINT_AND_RESET(" Merge charts: ", buildAtlasMergeCharts) + XA_PROFILE_PRINT_AND_RESET(" Fill holes: ", buildAtlasFillHoles) + XA_PROFILE_PRINT_AND_RESET(" Create chart meshes (real): ", createChartMeshesReal) + XA_PROFILE_PRINT_AND_RESET(" Create chart meshes (thread): ", createChartMeshesThread) + XA_PROFILE_PRINT_AND_RESET(" Fix t-junctions: ", fixChartMeshTJunctions) + XA_PROFILE_PRINT_AND_RESET(" Close holes: ", closeChartMeshHoles) + XA_PRINT_MEM_USAGE } -void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func, ProgressFunc progressFunc, void *progressUserData) +void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func) { if (!atlas) { - XA_PRINT_WARNING("ParameterizeCharts: atlas is NULL.\n"); + XA_PRINT_WARNING("ParameterizeCharts: atlas is null.\n"); return; } Context *ctx = (Context *)atlas; - if (ctx->paramAtlas.meshCount() == 0) { - XA_PRINT_WARNING("ParameterizeCharts: No meshes. Call AddMesh first.\n"); + if (!ctx->uvMeshInstances.isEmpty()) { + XA_PRINT_WARNING("ParameterizeCharts: This function should not be called with UV meshes.\n"); return; } if (!ctx->paramAtlas.chartsComputed()) { @@ -8141,28 +9132,88 @@ void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func, ProgressFunc progre atlas->width = 0; if (atlas->utilization) { XA_FREE(atlas->utilization); - atlas->utilization = NULL; + atlas->utilization = nullptr; + } + if (atlas->image) { + XA_FREE(atlas->image); + atlas->image = nullptr; } DestroyOutputMeshes(ctx); XA_PRINT("Parameterizing charts\n"); - ctx->paramAtlas.parameterizeCharts(ctx->taskScheduler, func, progressFunc, progressUserData); - // Print warnings for charts the have invalid parameterizations. Do that here, rather than when the parameterization quality is evaulated, so the chart index can be paired with the warning. - uint32_t chartIndex = 0; - for (uint32_t i = 0; i < ctx->paramAtlas.meshCount(); i++) { + XA_PROFILE_START(parameterizeChartsReal) + if (!ctx->paramAtlas.parameterizeCharts(ctx->taskScheduler, func, ctx->progressFunc, ctx->progressUserData)) { + XA_PRINT(" Cancelled by user\n"); + return; + } + XA_PROFILE_END(parameterizeChartsReal) + uint32_t chartCount = 0, orthoChartsCount = 0, planarChartsCount = 0, lscmChartsCount = 0, piecewiseChartsCount = 0, chartsAddedCount = 0, chartsDeletedCount = 0; + for (uint32_t i = 0; i < ctx->meshCount; i++) { + for (uint32_t j = 0; j < ctx->paramAtlas.chartGroupCount(i); j++) { + const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, j); + if (chartGroup->isVertexMap()) + continue; + for (uint32_t k = 0; k < chartGroup->chartCount(); k++) { + const internal::param::Chart *chart = chartGroup->chartAt(k); + if (chart->type() == ChartType::Planar) + planarChartsCount++; + else if (chart->type() == ChartType::Ortho) + orthoChartsCount++; + else if (chart->type() == ChartType::LSCM) + lscmChartsCount++; + else if (chart->type() == ChartType::Piecewise) + piecewiseChartsCount++; + } + chartCount += chartGroup->chartCount(); + chartsAddedCount += chartGroup->paramAddedChartsCount(); + chartsDeletedCount += chartGroup->paramDeletedChartsCount(); + } + } + XA_PRINT(" %u planar charts, %u ortho charts, %u LSCM charts, %u piecewise charts\n", planarChartsCount, orthoChartsCount, lscmChartsCount, piecewiseChartsCount); + if (chartsDeletedCount > 0) { + XA_PRINT(" %u charts with invalid parameterizations replaced with %u new charts\n", chartsDeletedCount, chartsAddedCount); + XA_PRINT(" %u charts\n", chartCount); + } + uint32_t chartIndex = 0, invalidParamCount = 0; + for (uint32_t i = 0; i < ctx->meshCount; i++) { for (uint32_t j = 0; j < ctx->paramAtlas.chartGroupCount(i); j++) { const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, j); if (chartGroup->isVertexMap()) continue; for (uint32_t k = 0; k < chartGroup->chartCount(); k++) { const internal::param::Chart *chart = chartGroup->chartAt(k); - const internal::param::ParameterizationQuality &quality = chart->paramQuality(); - if (quality.flippedTriangleCount() > 0) { - XA_PRINT_WARNING("Chart %u: invalid parameterization, %u / %u flipped triangles.\n", chartIndex, quality.flippedTriangleCount(), quality.totalTriangleCount()); -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION + const internal::param::Quality &quality = chart->quality(); +#if XA_DEBUG_EXPORT_OBJ_CHARTS_AFTER_PARAMETERIZATION + { + char filename[256]; + XA_SPRINTF(filename, sizeof(filename), "debug_chart_%03u_after_parameterization.obj", chartIndex); + chart->unifiedMesh()->writeObjFile(filename); + } +#endif + bool invalid = false; + const char *type = "LSCM"; + if (chart->type() == ChartType::Planar) + type = "planar"; + else if (chart->type() == ChartType::Ortho) + type = "ortho"; + else if (chart->type() == ChartType::Piecewise) + type = "piecewise"; + if (quality.boundaryIntersection) { + invalid = true; + XA_PRINT_WARNING(" Chart %u (mesh %u, group %u, id %u) (%s): invalid parameterization, self-intersecting boundary.\n", chartIndex, i, j, k, type); + } + if (quality.flippedTriangleCount > 0) { + invalid = true; + XA_PRINT_WARNING(" Chart %u (mesh %u, group %u, id %u) (%s): invalid parameterization, %u / %u flipped triangles.\n", chartIndex, i, j, k, type, quality.flippedTriangleCount, quality.totalTriangleCount); + } + if (invalid) + invalidParamCount++; +#if XA_DEBUG_EXPORT_OBJ_INVALID_PARAMETERIZATION + if (invalid) { char filename[256]; - sprintf(filename, "debug_chart_%0.3u_invalid_parameterization.obj", chartIndex); + XA_SPRINTF(filename, sizeof(filename), "debug_chart_%03u_invalid_parameterization.obj", chartIndex); const internal::Mesh *mesh = chart->unifiedMesh(); - FILE *file = fopen(filename, "w"); + FILE *file; + XA_FOPEN(file, filename, "w"); if (file) { mesh->writeObjVertices(file); fprintf(file, "s off\n"); @@ -8178,175 +9229,302 @@ void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func, ProgressFunc progre mesh->writeObjLinkedBoundaries(file); fclose(file); } -#endif - } -#if XA_DEBUG_EXPORT_OBJ && XA_DEBUG_EXPORT_OBJ_NOT_DISK - if (!chart->isDisk()) { - char filename[256]; - sprintf(filename, "debug_chart_%0.3u_not_disk.obj", chartIndex); - chart->unifiedMesh()->writeObjFile(filename); } #endif chartIndex++; } } } + if (invalidParamCount > 0) + XA_PRINT_WARNING(" %u charts with invalid parameterizations\n", invalidParamCount); + XA_PROFILE_PRINT_AND_RESET(" Total (real): ", parameterizeChartsReal) + XA_PROFILE_PRINT_AND_RESET(" Total (thread): ", parameterizeChartsThread) + XA_PROFILE_PRINT_AND_RESET(" Orthogonal: ", parameterizeChartsOrthogonal) + XA_PROFILE_PRINT_AND_RESET(" LSCM: ", parameterizeChartsLSCM) + XA_PROFILE_PRINT_AND_RESET(" Evaluate quality: ", parameterizeChartsEvaluateQuality) + XA_PRINT_MEM_USAGE } -void PackCharts(Atlas *atlas, PackOptions packOptions, ProgressFunc progressFunc, void *progressUserData) +void PackCharts(Atlas *atlas, PackOptions packOptions) { + // Validate arguments and context state. if (!atlas) { - XA_PRINT_WARNING("PackCharts: atlas is NULL.\n"); + XA_PRINT_WARNING("PackCharts: atlas is null.\n"); return; } Context *ctx = (Context *)atlas; - if (ctx->paramAtlas.meshCount() == 0) { - XA_PRINT_WARNING("PackCharts: No meshes. Call AddMesh first.\n"); + if (ctx->meshCount == 0 && ctx->uvMeshInstances.isEmpty()) { + XA_PRINT_WARNING("PackCharts: No meshes. Call AddMesh or AddUvMesh first.\n"); return; } - - // Bruno - if ( - !ctx->paramAtlas.chartsComputed() || - !ctx->paramAtlas.chartsParameterized() - ) { - XA_PRINT("Importing existing charts and parameterization\n"); - atlas->chartCount = ctx->paramAtlas.importExistingCharts(); - ctx->paramAtlas.importExistingParameterization(); + if (ctx->uvMeshInstances.isEmpty()) { + if (!ctx->paramAtlas.chartsComputed()) { + XA_PRINT_WARNING("PackCharts: ComputeCharts must be called first.\n"); + return; + } + if (!ctx->paramAtlas.chartsParameterized()) { + XA_PRINT_WARNING("PackCharts: ParameterizeCharts must be called first.\n"); + return; + } } - if (packOptions.texelsPerUnit < 0.0f) { XA_PRINT_WARNING("PackCharts: PackOptions::texelsPerUnit is negative.\n"); + packOptions.texelsPerUnit = 0.0f; } - - atlas->atlasCount = 0; - atlas->height = 0; - atlas->texelsPerUnit = packOptions.texelsPerUnit; - atlas->width = 0; + // Cleanup atlas. DestroyOutputMeshes(ctx); if (atlas->utilization) { XA_FREE(atlas->utilization); - atlas->utilization = NULL; - } - if (atlas->chartCount > 0) { - ctx->paramAtlas.restoreOriginalChartTexcoords(); - internal::param::AtlasPacker packer(&ctx->paramAtlas); - packer.packCharts(packOptions, progressFunc, progressUserData); - atlas->atlasCount = packer.getNumAtlases(); - atlas->width = packer.getWidth(); - atlas->height = packer.getHeight(); - atlas->texelsPerUnit = packer.getTexelsPerUnit(); - atlas->utilization = XA_ALLOC_ARRAY(float, atlas->atlasCount); + atlas->utilization = nullptr; + } + if (atlas->image) { + XA_FREE(atlas->image); + atlas->image = nullptr; + } + atlas->meshCount = 0; + // Pack charts. + XA_PROFILE_START(packChartsAddCharts) + internal::pack::Atlas packAtlas; + if (!ctx->uvMeshInstances.isEmpty()) { + for (uint32_t i = 0; i < ctx->uvMeshInstances.size(); i++) + packAtlas.addUvMeshCharts(ctx->uvMeshInstances[i]); + } + else + packAtlas.addCharts(ctx->taskScheduler, &ctx->paramAtlas); + XA_PROFILE_END(packChartsAddCharts) + XA_PROFILE_START(packCharts) + if (!packAtlas.packCharts(packOptions, ctx->progressFunc, ctx->progressUserData)) + return; + XA_PROFILE_END(packCharts) + // Populate atlas object with pack results. + atlas->atlasCount = packAtlas.getNumAtlases(); + atlas->chartCount = packAtlas.getChartCount(); + atlas->width = packAtlas.getWidth(); + atlas->height = packAtlas.getHeight(); + atlas->texelsPerUnit = packAtlas.getTexelsPerUnit(); + if (atlas->atlasCount > 0) { + atlas->utilization = XA_ALLOC_ARRAY(internal::MemTag::Default, float, atlas->atlasCount); for (uint32_t i = 0; i < atlas->atlasCount; i++) - atlas->utilization[i] = packer.computeAtlasUtilization(i); + atlas->utilization[i] = packAtlas.getUtilization(i); } + if (packOptions.createImage) { + atlas->image = XA_ALLOC_ARRAY(internal::MemTag::Default, uint32_t, atlas->atlasCount * atlas->width * atlas->height); + for (uint32_t i = 0; i < atlas->atlasCount; i++) + packAtlas.getImages()[i]->copyTo(&atlas->image[atlas->width * atlas->height * i], atlas->width, atlas->height, packOptions.blockAlign ? 0 : packOptions.padding); + } + XA_PROFILE_PRINT_AND_RESET(" Total: ", packCharts) + XA_PROFILE_PRINT_AND_RESET(" Add charts (real): ", packChartsAddCharts) + XA_PROFILE_PRINT_AND_RESET(" Add charts (thread): ", packChartsAddChartsThread) + XA_PROFILE_PRINT_AND_RESET(" Restore texcoords: ", packChartsAddChartsRestoreTexcoords) + XA_PROFILE_PRINT_AND_RESET(" Rasterize: ", packChartsRasterize) + XA_PROFILE_PRINT_AND_RESET(" Dilate (padding): ", packChartsDilate) + XA_PROFILE_PRINT_AND_RESET(" Find location: ", packChartsFindLocation) + XA_PROFILE_PRINT_AND_RESET(" Blit: ", packChartsBlit) + XA_PRINT_MEM_USAGE XA_PRINT("Building output meshes\n"); + XA_PROFILE_START(buildOutputMeshes) int progress = 0; - if (progressFunc) - progressFunc(ProgressCategory::BuildOutputMeshes, 0, progressUserData); - atlas->meshes = XA_ALLOC_ARRAY(Mesh, atlas->meshCount); - for (uint32_t i = 0; i < atlas->meshCount; i++) { - Mesh &outputMesh = atlas->meshes[i]; - // Count and alloc arrays. - outputMesh.vertexCount = 0; - outputMesh.indexCount = 0; - outputMesh.chartCount = 0; // Ignore vertex mapped charts. - for (uint32_t cg = 0; cg < ctx->paramAtlas.chartGroupCount(i); cg++) { - const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, cg); - if (chartGroup->isVertexMap()) { - outputMesh.vertexCount += chartGroup->mesh()->vertexCount(); - outputMesh.indexCount += chartGroup->mesh()->faceCount() * 3; - } else { - for (uint32_t c = 0; c < chartGroup->chartCount(); c++) { - const internal::param::Chart *chart = chartGroup->chartAt(c); - outputMesh.vertexCount += chart->mesh()->vertexCount(); - outputMesh.indexCount += chart->mesh()->faceCount() * 3; - outputMesh.chartCount++; + if (ctx->progressFunc) { + if (!ctx->progressFunc(ProgressCategory::BuildOutputMeshes, 0, ctx->progressUserData)) + return; + } + if (ctx->uvMeshInstances.isEmpty()) + atlas->meshCount = ctx->meshCount; + else + atlas->meshCount = ctx->uvMeshInstances.size(); + atlas->meshes = XA_ALLOC_ARRAY(internal::MemTag::Default, Mesh, atlas->meshCount); + memset(atlas->meshes, 0, sizeof(Mesh) * atlas->meshCount); + if (ctx->uvMeshInstances.isEmpty()) { + uint32_t chartIndex = 0; + for (uint32_t i = 0; i < ctx->meshCount; i++) { + Mesh &outputMesh = atlas->meshes[i]; + // Count and alloc arrays. Ignore vertex mapped chart groups in Mesh::chartCount, since they're ignored faces. + for (uint32_t cg = 0; cg < ctx->paramAtlas.chartGroupCount(i); cg++) { + const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, cg); + if (chartGroup->isVertexMap()) { + outputMesh.vertexCount += chartGroup->mesh()->vertexCount(); + outputMesh.indexCount += chartGroup->mesh()->faceCount() * 3; + } else { + for (uint32_t c = 0; c < chartGroup->chartCount(); c++) { + const internal::param::Chart *chart = chartGroup->chartAt(c); + outputMesh.vertexCount += chart->mesh()->vertexCount(); + outputMesh.indexCount += chart->mesh()->faceCount() * 3; + outputMesh.chartCount++; + } } } - } - outputMesh.vertexArray = XA_ALLOC_ARRAY(Vertex, outputMesh.vertexCount); - outputMesh.indexArray = XA_ALLOC_ARRAY(uint32_t, outputMesh.indexCount); - outputMesh.chartArray = XA_ALLOC_ARRAY(Chart, outputMesh.chartCount); - // Copy mesh data. - uint32_t firstVertex = 0; - uint32_t outputChartIndex = 0; - for (uint32_t cg = 0; cg < ctx->paramAtlas.chartGroupCount(i); cg++) { - const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, cg); - if (chartGroup->isVertexMap()) { - const internal::Mesh *mesh = chartGroup->mesh(); - // Vertices. - for (uint32_t v = 0; v < mesh->vertexCount(); v++) { - Vertex &vertex = outputMesh.vertexArray[firstVertex + v]; - vertex.atlasIndex = -1; - vertex.uv[0] = vertex.uv[1] = 0.0f; - vertex.xref = chartGroup->mapVertexToSourceVertex(v); - } - // Indices. - for (uint32_t f = 0; f < mesh->faceCount(); f++) { - const internal::Face *face = mesh->faceAt(f); - const uint32_t indexOffset = chartGroup->mapFaceToSourceFace(f) * 3; - for (uint32_t j = 0; j < 3; j++) - outputMesh.indexArray[indexOffset + j] = firstVertex + mesh->vertexAt(face->firstIndex + j); - } - firstVertex += mesh->vertexCount(); - } else { - for (uint32_t c = 0; c < chartGroup->chartCount(); c++) { - const internal::param::Chart *chart = chartGroup->chartAt(c); - const internal::Mesh *mesh = chart->mesh(); + outputMesh.vertexArray = XA_ALLOC_ARRAY(internal::MemTag::Default, Vertex, outputMesh.vertexCount); + outputMesh.indexArray = XA_ALLOC_ARRAY(internal::MemTag::Default, uint32_t, outputMesh.indexCount); + outputMesh.chartArray = XA_ALLOC_ARRAY(internal::MemTag::Default, Chart, outputMesh.chartCount); + XA_PRINT(" mesh %u: %u vertices, %u triangles, %u charts\n", i, outputMesh.vertexCount, outputMesh.indexCount / 3, outputMesh.chartCount); + // Copy mesh data. + uint32_t firstVertex = 0, meshChartIndex = 0; + for (uint32_t cg = 0; cg < ctx->paramAtlas.chartGroupCount(i); cg++) { + const internal::param::ChartGroup *chartGroup = ctx->paramAtlas.chartGroupAt(i, cg); + if (chartGroup->isVertexMap()) { + const internal::Mesh *mesh = chartGroup->mesh(); // Vertices. for (uint32_t v = 0; v < mesh->vertexCount(); v++) { Vertex &vertex = outputMesh.vertexArray[firstVertex + v]; - XA_DEBUG_ASSERT(chart->atlasIndex >= 0); - vertex.atlasIndex = chart->atlasIndex; - const internal::Vector2 &uv = mesh->texcoord(v); - vertex.uv[0] = internal::max(0.0f, uv.x); - vertex.uv[1] = internal::max(0.0f, uv.y); - vertex.xref = chartGroup->mapVertexToSourceVertex(chart->mapChartVertexToOriginalVertex(v)); + vertex.atlasIndex = -1; + vertex.chartIndex = -1; + vertex.uv[0] = vertex.uv[1] = 0.0f; + vertex.xref = chartGroup->mapVertexToSourceVertex(v); } // Indices. for (uint32_t f = 0; f < mesh->faceCount(); f++) { - const internal::Face *face = mesh->faceAt(f); - const uint32_t indexOffset = chartGroup->mapFaceToSourceFace(chart->mapFaceToSourceFace(f)) * 3; - XA_DEBUG_ASSERT(face->nIndices == 3); + const uint32_t indexOffset = chartGroup->mapFaceToSourceFace(f) * 3; for (uint32_t j = 0; j < 3; j++) - outputMesh.indexArray[indexOffset + j] = firstVertex + mesh->vertexAt(face->firstIndex + j); + outputMesh.indexArray[indexOffset + j] = firstVertex + mesh->vertexAt(f * 3 + j); } - // Charts. - Chart *outputChart = &outputMesh.chartArray[outputChartIndex]; - XA_DEBUG_ASSERT(chart->atlasIndex >= 0); - outputChart->atlasIndex = (uint32_t)chart->atlasIndex; - outputChart->indexCount = mesh->faceCount() * 3; - outputChart->indexArray = XA_ALLOC_ARRAY(uint32_t, outputChart->indexCount); - for (uint32_t f = 0; f < mesh->faceCount(); f++) { - const internal::Face *face = mesh->faceAt(f); - XA_DEBUG_ASSERT(face->nIndices == 3); - for (uint32_t j = 0; j < 3; j++) - outputChart->indexArray[3 * f + j] = firstVertex + mesh->vertexAt(face->firstIndex + j); + firstVertex += mesh->vertexCount(); + } else { + for (uint32_t c = 0; c < chartGroup->chartCount(); c++) { + const internal::param::Chart *chart = chartGroup->chartAt(c); + const internal::Mesh *mesh = chart->mesh(); + // Vertices. + for (uint32_t v = 0; v < mesh->vertexCount(); v++) { + Vertex &vertex = outputMesh.vertexArray[firstVertex + v]; + vertex.atlasIndex = packAtlas.getChart(chartIndex)->atlasIndex; + XA_DEBUG_ASSERT(vertex.atlasIndex >= 0); + vertex.chartIndex = (int32_t)chartIndex; + const internal::Vector2 &uv = mesh->texcoord(v); + vertex.uv[0] = internal::max(0.0f, uv.x); + vertex.uv[1] = internal::max(0.0f, uv.y); + vertex.xref = chartGroup->mapVertexToSourceVertex(chart->mapChartVertexToOriginalVertex(v)); + } + // Indices. + for (uint32_t f = 0; f < mesh->faceCount(); f++) { + const uint32_t indexOffset = chartGroup->mapFaceToSourceFace(chart->mapFaceToSourceFace(f)) * 3; + for (uint32_t j = 0; j < 3; j++) + outputMesh.indexArray[indexOffset + j] = firstVertex + mesh->vertexAt(f * 3 + j); + } + // Charts. + Chart *outputChart = &outputMesh.chartArray[meshChartIndex]; + const int32_t atlasIndex = packAtlas.getChart(chartIndex)->atlasIndex; + XA_DEBUG_ASSERT(atlasIndex >= 0); + outputChart->atlasIndex = (uint32_t)atlasIndex; + outputChart->type = chart->type(); + outputChart->faceCount = mesh->faceCount(); + outputChart->faceArray = XA_ALLOC_ARRAY(internal::MemTag::Default, uint32_t, outputChart->faceCount); + for (uint32_t f = 0; f < outputChart->faceCount; f++) + outputChart->faceArray[f] = chartGroup->mapFaceToSourceFace(chart->mapFaceToSourceFace(f)); + outputChart->material = 0; + meshChartIndex++; + chartIndex++; + firstVertex += mesh->vertexCount(); } - outputChartIndex++; - firstVertex += chart->mesh()->vertexCount(); + } + } + XA_DEBUG_ASSERT(outputMesh.vertexCount == firstVertex); + XA_DEBUG_ASSERT(outputMesh.chartCount == meshChartIndex); + if (ctx->progressFunc) { + const int newProgress = int((i + 1) / (float)atlas->meshCount * 100.0f); + if (newProgress != progress) { + progress = newProgress; + if (!ctx->progressFunc(ProgressCategory::BuildOutputMeshes, progress, ctx->progressUserData)) + return; } } } - XA_DEBUG_ASSERT(outputMesh.vertexCount == firstVertex); - XA_DEBUG_ASSERT(outputMesh.chartCount == outputChartIndex); - XA_PRINT(" mesh %u: %u vertices, %u triangles, %u charts\n", i, outputMesh.vertexCount, outputMesh.indexCount / 3, outputMesh.chartCount); - if (progressFunc) { - const int newProgress = int((i + 1) / (float)atlas->meshCount * 100.0f); - if (newProgress != progress) { - progress = newProgress; - progressFunc(ProgressCategory::BuildOutputMeshes, progress, progressUserData); + } else { + uint32_t chartIndex = 0; + for (uint32_t m = 0; m < ctx->uvMeshInstances.size(); m++) { + Mesh &outputMesh = atlas->meshes[m]; + const internal::UvMeshInstance *mesh = ctx->uvMeshInstances[m]; + // Alloc arrays. + outputMesh.vertexCount = mesh->texcoords.size(); + outputMesh.indexCount = mesh->mesh->indices.size(); + outputMesh.chartCount = mesh->mesh->charts.size(); + outputMesh.vertexArray = XA_ALLOC_ARRAY(internal::MemTag::Default, Vertex, outputMesh.vertexCount); + outputMesh.indexArray = XA_ALLOC_ARRAY(internal::MemTag::Default, uint32_t, outputMesh.indexCount); + outputMesh.chartArray = XA_ALLOC_ARRAY(internal::MemTag::Default, Chart, outputMesh.chartCount); + XA_PRINT(" UV mesh %u: %u vertices, %u triangles, %u charts\n", m, outputMesh.vertexCount, outputMesh.indexCount / 3, outputMesh.chartCount); + // Copy mesh data. + // Vertices. + for (uint32_t v = 0; v < mesh->texcoords.size(); v++) { + Vertex &vertex = outputMesh.vertexArray[v]; + vertex.uv[0] = mesh->texcoords[v].x; + vertex.uv[1] = mesh->texcoords[v].y; + vertex.xref = v; + const uint32_t meshChartIndex = mesh->mesh->vertexToChartMap[v]; + if (meshChartIndex == UINT32_MAX) { + // Vertex doesn't exist in any chart. + vertex.atlasIndex = -1; + vertex.chartIndex = -1; + } else { + const internal::pack::Chart *chart = packAtlas.getChart(chartIndex + meshChartIndex); + vertex.atlasIndex = chart->atlasIndex; + vertex.chartIndex = (int32_t)chartIndex + meshChartIndex; + } + } + // Indices. + memcpy(outputMesh.indexArray, mesh->mesh->indices.data(), mesh->mesh->indices.size() * sizeof(uint32_t)); + // Charts. + for (uint32_t c = 0; c < mesh->mesh->charts.size(); c++) { + Chart *outputChart = &outputMesh.chartArray[c]; + const internal::pack::Chart *chart = packAtlas.getChart(chartIndex); + XA_DEBUG_ASSERT(chart->atlasIndex >= 0); + outputChart->atlasIndex = (uint32_t)chart->atlasIndex; + outputChart->faceCount = chart->faces.size(); + outputChart->faceArray = XA_ALLOC_ARRAY(internal::MemTag::Default, uint32_t, outputChart->faceCount); + outputChart->material = chart->material; + for (uint32_t f = 0; f < outputChart->faceCount; f++) + outputChart->faceArray[f] = chart->faces[f]; + chartIndex++; + } + if (ctx->progressFunc) { + const int newProgress = int((m + 1) / (float)atlas->meshCount * 100.0f); + if (newProgress != progress) { + progress = newProgress; + if (!ctx->progressFunc(ProgressCategory::BuildOutputMeshes, progress, ctx->progressUserData)) + return; + } } } } - if (progressFunc && progress != 100) - progressFunc(ProgressCategory::BuildOutputMeshes, 0, progressUserData); + if (ctx->progressFunc && progress != 100) + ctx->progressFunc(ProgressCategory::BuildOutputMeshes, 100, ctx->progressUserData); + XA_PROFILE_END(buildOutputMeshes) + XA_PROFILE_PRINT_AND_RESET(" Total: ", buildOutputMeshes) + XA_PRINT_MEM_USAGE +} + +void Generate(Atlas *atlas, ChartOptions chartOptions, ParameterizeFunc paramFunc, PackOptions packOptions) +{ + if (!atlas) { + XA_PRINT_WARNING("Generate: atlas is null.\n"); + return; + } + Context *ctx = (Context *)atlas; + if (!ctx->uvMeshInstances.isEmpty()) { + XA_PRINT_WARNING("Generate: This function should not be called with UV meshes.\n"); + return; + } + if (ctx->meshCount == 0) { + XA_PRINT_WARNING("Generate: No meshes. Call AddMesh first.\n"); + return; + } + ComputeCharts(atlas, chartOptions); + ParameterizeCharts(atlas, paramFunc); + PackCharts(atlas, packOptions); +} + +void SetProgressCallback(Atlas *atlas, ProgressFunc progressFunc, void *progressUserData) +{ + if (!atlas) { + XA_PRINT_WARNING("SetProgressCallback: atlas is null.\n"); + return; + } + Context *ctx = (Context *)atlas; + ctx->progressFunc = progressFunc; + ctx->progressUserData = progressUserData; } -void SetRealloc(ReallocFunc reallocFunc) +void SetAlloc(ReallocFunc reallocFunc, FreeFunc freeFunc) { internal::s_realloc = reallocFunc; + internal::s_free = freeFunc; } void SetPrint(PrintFunc print, bool verbose) @@ -8357,6 +9535,8 @@ void SetPrint(PrintFunc print, bool verbose) const char *StringForEnum(AddMeshError::Enum error) { + if (error == AddMeshError::Error) + return "Unspecified error"; if (error == AddMeshError::IndexOutOfRange) return "Index out of range"; if (error == AddMeshError::InvalidIndexCount) @@ -8366,6 +9546,8 @@ const char *StringForEnum(AddMeshError::Enum error) const char *StringForEnum(ProgressCategory::Enum category) { + if (category == ProgressCategory::AddMesh) + return "Adding mesh(es)"; if (category == ProgressCategory::ComputeCharts) return "Computing charts"; if (category == ProgressCategory::ParameterizeCharts) @@ -8377,22 +9559,4 @@ const char *StringForEnum(ProgressCategory::Enum category) return ""; } -/********************************************************************************/ - -void ImportExistingChartsAndParameterization(Atlas* atlas) { - if (!atlas) { - XA_PRINT_WARNING("ComputeCharts: atlas is NULL.\n"); - return; - } - Context *ctx = (Context *)atlas; - if (ctx->paramAtlas.meshCount() == 0) { - XA_PRINT_WARNING("ComputeCharts: No meshes. Call AddMesh first.\n"); - return; - } - atlas->chartCount = ctx->paramAtlas.importExistingCharts(); - ctx->paramAtlas.importExistingParameterization(); -} - - - } // namespace xatlas diff --git a/src/lib/geogram/third_party/xatlas/xatlas.h b/src/lib/geogram/third_party/xatlas/xatlas.h index c290f620..e59f4932 100644 --- a/src/lib/geogram/third_party/xatlas/xatlas.h +++ b/src/lib/geogram/third_party/xatlas/xatlas.h @@ -33,42 +33,39 @@ Copyright NVIDIA Corporation 2006 -- Ignacio Castano #define XATLAS_H #include - -// [Bruno] I got too many complaints in tetgen so I "close my eyes" :-) -#ifdef __GNUC__ -#ifndef __ICC -#pragma GCC diagnostic ignored "-Wconversion" -#pragma GCC diagnostic ignored "-Wsign-conversion" -#pragma GCC diagnostic ignored "-Wdouble-promotion" -#pragma GCC diagnostic ignored "-Wfloat-conversion" -#pragma GCC diagnostic ignored "-Wunused-variable" -#endif -#endif - -// [Bruno] -// TODO: use std::vector instead of Array (Array has -// memory leaks !) -// Still some bugs with elf (some overlapping triangles -// in atlas, but did not try 'conservative' mode). -// Add clean way for my 'KeepMyUVs' mode (in particular, -// to ignore problems with zero-facets areas). - namespace xatlas { +struct ChartType +{ + enum Enum + { + Planar, + Ortho, + LSCM, + Piecewise + }; +}; + +// A group of connected faces, belonging to a single atlas. struct Chart { - uint32_t atlasIndex; - uint32_t *indexArray; - uint32_t indexCount; + uint32_t atlasIndex; // Sub-atlas index. + uint32_t *faceArray; + uint32_t faceCount; + uint32_t material; + ChartType::Enum type; }; +// Output vertex. struct Vertex { - int32_t atlasIndex; // -1 if the vertex doesn't exist in any atlas. - float uv[2]; // Not normalized, values are in Atlas width and height range. + int32_t atlasIndex; // Sub-atlas index. -1 if the vertex doesn't exist in any atlas. + int32_t chartIndex; // -1 if the vertex doesn't exist in any chart. + float uv[2]; // Not normalized - values are in Atlas width and height range. uint32_t xref; // Index of input vertex from which this output vertex originated. }; +// Output mesh. struct Mesh { Chart *chartArray; @@ -79,34 +76,29 @@ struct Mesh uint32_t vertexCount; }; +static const uint32_t kImageChartIndexMask = 0x1FFFFFFF; +static const uint32_t kImageHasChartIndexBit = 0x80000000; +static const uint32_t kImageIsBilinearBit = 0x40000000; +static const uint32_t kImageIsPaddingBit = 0x20000000; + +// Empty on creation. Populated after charts are packed. struct Atlas { - uint32_t width; - uint32_t height; - uint32_t atlasCount; - uint32_t chartCount; - uint32_t meshCount; - Mesh *meshes; - - // Normalized atlas texel utilization. atlasCount in length. - float *utilization; - - // Equal to PackOptions texelsPerUnit if texelsPerUnit > 0, otherwise an estimated value to try and match PackOptions resolution. - float texelsPerUnit; + uint32_t width; // Atlas width in texels. + uint32_t height; // Atlas height in texels. + uint32_t atlasCount; // Number of sub-atlases. Equal to 0 unless PackOptions resolution is changed from default (0). + uint32_t chartCount; // Total number of charts in all meshes. + uint32_t meshCount; // Number of output meshes. Equal to the number of times AddMesh was called. + Mesh *meshes; // The output meshes, corresponding to each AddMesh call. + float *utilization; // Normalized atlas texel utilization array. E.g. a value of 0.8 means 20% empty space. atlasCount in length. + float texelsPerUnit; // Equal to PackOptions texelsPerUnit if texelsPerUnit > 0, otherwise an estimated value to match PackOptions resolution. + uint32_t *image; }; +// Create an empty atlas. Atlas *Create(); -void Destroy(Atlas *atlas); -struct AddMeshError -{ - enum Enum - { - Success, - IndexOutOfRange, - InvalidIndexCount // Not evenly divisible by 3 - expecting triangles. - }; -}; +void Destroy(Atlas *atlas); struct IndexFormat { @@ -117,143 +109,151 @@ struct IndexFormat }; }; +// Input mesh declaration. struct MeshDecl { - uint32_t vertexCount; - const void *vertexPositionData; - uint32_t vertexPositionStride; - const void *vertexNormalData; // optional - uint32_t vertexNormalStride; // optional - const void *vertexUvData; // optional. The input UVs are provided as a hint to the chart generator. - uint32_t vertexUvStride; // optional - uint32_t indexCount; - const void *indexData; - int32_t indexOffset; // optional. Add this offset to all indices. - IndexFormat::Enum indexFormat; + uint32_t vertexCount = 0; + const void *vertexPositionData = nullptr; + uint32_t vertexPositionStride = 0; + const void *vertexNormalData = nullptr; // optional + uint32_t vertexNormalStride = 0; // optional + const void *vertexUvData = nullptr; // optional. The input UVs are provided as a hint to the chart generator. + uint32_t vertexUvStride = 0; // optional + uint32_t indexCount = 0; + const void *indexData = nullptr; // optional + int32_t indexOffset = 0; // optional. Add this offset to all indices. + IndexFormat::Enum indexFormat = IndexFormat::UInt16; - // optional. indexCount / 3 in length. - // Don't atlas faces set to true. Faces will still exist in the output meshes, Vertex uv will be (0, 0) and Vertex atlasIndex will be -1. - const bool *faceIgnoreData; + // Optional. indexCount / 3 (triangle count) in length. + // Don't atlas faces set to true. Ignored faces still exist in the output meshes, Vertex uv is set to (0, 0) and Vertex atlasIndex to -1. + const bool *faceIgnoreData = nullptr; - MeshDecl() - { - vertexCount = 0; - vertexPositionData = NULL; - vertexPositionStride = 0; - vertexNormalData = NULL; - vertexNormalStride = 0; - vertexUvData = NULL; - vertexUvStride = 0; - indexCount = 0; - indexData = NULL; - indexOffset = 0; - indexFormat = IndexFormat::UInt16; - faceIgnoreData = NULL; - } + // Vertex positions within epsilon distance of each other are considered colocal. + float epsilon = 1.192092896e-07F; }; -AddMeshError::Enum AddMesh(Atlas *atlas, const MeshDecl &meshDecl); - -struct ProgressCategory +struct AddMeshError { enum Enum { - ComputeCharts, - ParameterizeCharts, - PackCharts, - BuildOutputMeshes + Success, // No error. + Error, // Unspecified error. + IndexOutOfRange, // An index is >= MeshDecl vertexCount. + InvalidIndexCount // Not evenly divisible by 3 - expecting triangles. }; }; -typedef void (*ProgressFunc)(ProgressCategory::Enum category, int progress, void *userData); +// Add a mesh to the atlas. MeshDecl data is copied, so it can be freed after AddMesh returns. +AddMeshError::Enum AddMesh(Atlas *atlas, const MeshDecl &meshDecl, uint32_t meshCountHint = 0); + +// Wait for AddMesh async processing to finish. ComputeCharts / Generate call this internally. +void AddMeshJoin(Atlas *atlas); + +struct UvMeshDecl +{ + uint32_t vertexCount = 0; + uint32_t vertexStride = 0; + const void *vertexUvData = nullptr; + uint32_t indexCount = 0; + const void *indexData = nullptr; // optional + int32_t indexOffset = 0; // optional. Add this offset to all indices. + IndexFormat::Enum indexFormat = IndexFormat::UInt16; + const uint32_t *faceMaterialData = nullptr; // Optional. Faces with different materials won't be assigned to the same chart. Must be indexCount / 3 in length. + bool rotateCharts = true; +}; + +AddMeshError::Enum AddUvMesh(Atlas *atlas, const UvMeshDecl &decl); struct ChartOptions { - float proxyFitMetricWeight; - float roundnessMetricWeight; - float straightnessMetricWeight; - float normalSeamMetricWeight; // If > 1000, normal seams are fully respected. - float textureSeamMetricWeight; - float maxChartArea; // Don't grow charts to be larger than this. 0 means no limit. - float maxBoundaryLength; // Don't grow charts to have a longer boundary than this. 0 means no limit. - float maxThreshold; - uint32_t growFaceCount; - uint32_t maxIterations; - - ChartOptions() - { - proxyFitMetricWeight = 2.0f; - roundnessMetricWeight = 0.01f; - straightnessMetricWeight = 6.0f; - normalSeamMetricWeight = 4.0f; - textureSeamMetricWeight = 0.5f; - maxChartArea = 0.0f; - maxBoundaryLength = 0.0f; - maxThreshold = 2.0f; - growFaceCount = 32; - maxIterations = 1; - } + float maxChartArea = 0.0f; // Don't grow charts to be larger than this. 0 means no limit. + float maxBoundaryLength = 0.0f; // Don't grow charts to have a longer boundary than this. 0 means no limit. + + // Weights determine chart growth. Higher weights mean higher cost for that metric. + float proxyFitMetricWeight = 2.0f; // Angle between face and average chart normal. + float roundnessMetricWeight = 0.01f; + float straightnessMetricWeight = 6.0f; + float normalSeamMetricWeight = 4.0f; // If > 1000, normal seams are fully respected. + float textureSeamMetricWeight = 0.5f; + + float maxThreshold = 2.0f; // If total of all metrics * weights > maxThreshold, don't grow chart. Lower values result in more charts. + uint32_t maxIterations = 1; // Number of iterations of the chart growing and seeding phases. Higher values result in better charts. }; -typedef void (*ParameterizeFunc)(const float *positions, float *texcoords, uint32_t vertexCount, const uint32_t *indices, uint32_t indexCount, bool isPlanar); +// Call after all AddMesh calls. Can be called multiple times to recompute charts with different options. +void ComputeCharts(Atlas *atlas, ChartOptions chartOptions = ChartOptions()); + +// Custom parameterization function. texcoords initial values are an orthogonal parameterization. +typedef void (*ParameterizeFunc)(const float *positions, float *texcoords, uint32_t vertexCount, const uint32_t *indices, uint32_t indexCount); + +// Call after ComputeCharts. Can be called multiple times to re-parameterize charts with a different ParameterizeFunc. +void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func = nullptr); struct PackOptions { - // The number of attempts to find a suitable random chart location. - // 0 is brute force - very slow, but best results. Faster if blockAlign is true; - int attempts; + // Leave space around charts for texels that would be sampled by bilinear filtering. + bool bilinear = true; - // Unit to texel scale. e.g. a 1x1 quad with texelsPerUnit of 32 will take up approximately 32x32 texels in the atlas. - // If 0, an estimated value will be calculated to try and match the given resolution. - // If resolution is also 0, the estimated value will try to match a 1024x1024 atlas. - float texelsPerUnit; + // Align charts to 4x4 blocks. Also improves packing speed, since there are fewer possible chart locations to consider. + bool blockAlign = false; - // If 0, generate a single atlas with texelsPerUnit determining the final resolution. - // If not 0, generate 1 or more atlases with that exact resolution. - uint32_t resolution; + // Slower, but gives the best result. If false, use random chart placement. + bool bruteForce = false; - // Charts larger than this will be scaled down. - uint32_t maxChartSize; + // Create Atlas::image + bool createImage = false; - // Align charts to 4x4 blocks. - bool blockAlign; + // Charts larger than this will be scaled down. 0 means no limit. + uint32_t maxChartSize = 0; - // Pack charts with extra padding. - bool conservative; + // Number of pixels to pad charts with. + uint32_t padding = 0; - // Number of pixels to pad. conservative must be true. - uint32_t padding; + // Unit to texel scale. e.g. a 1x1 quad with texelsPerUnit of 32 will take up approximately 32x32 texels in the atlas. + // If 0, an estimated value will be calculated to approximately match the given resolution. + // If resolution is also 0, the estimated value will approximately match a 1024x1024 atlas. + float texelsPerUnit = 0.0f; - PackOptions() - { - attempts = 4096; - texelsPerUnit = 0.0f; - resolution = 0; - maxChartSize = 1024; - blockAlign = false; - conservative = false; - padding = 0; - } + // If 0, generate a single atlas with texelsPerUnit determining the final resolution. + // If not 0, and texelsPerUnit is not 0, generate one or more atlases with that exact resolution. + // If not 0, and texelsPerUnit is 0, texelsPerUnit is estimated to approximately match the resolution. + uint32_t resolution = 0; }; +// Call after ParameterizeCharts. Can be called multiple times to re-pack charts with different options. +void PackCharts(Atlas *atlas, PackOptions packOptions = PackOptions()); + // Equivalent to calling ComputeCharts, ParameterizeCharts and PackCharts in sequence. Can be called multiple times to regenerate with different options. -void Generate(Atlas *atlas, ChartOptions chartOptions = ChartOptions(), ParameterizeFunc paramFunc = NULL, PackOptions packOptions = PackOptions(), ProgressFunc progressFunc = NULL, void *progressUserData = NULL); +void Generate(Atlas *atlas, ChartOptions chartOptions = ChartOptions(), ParameterizeFunc paramFunc = nullptr, PackOptions packOptions = PackOptions()); -// Call after AddMesh. Can be called multiple times to recompute charts with different options. -void ComputeCharts(Atlas *atlas, ChartOptions chartOptions = ChartOptions(), ProgressFunc progressFunc = NULL, void *progressUserData = NULL); +// Progress tracking. +struct ProgressCategory +{ + enum Enum + { + AddMesh, + ComputeCharts, + ParameterizeCharts, + PackCharts, + BuildOutputMeshes + }; +}; -// Call after ComputeCharts. Can be called multiple times to re-parameterize charts with a different ParameterizeFunc. -void ParameterizeCharts(Atlas *atlas, ParameterizeFunc func = NULL, ProgressFunc progressFunc = NULL, void *progressUserData = NULL); +// May be called from any thread. Return false to cancel. +typedef bool (*ProgressFunc)(ProgressCategory::Enum category, int progress, void *userData); -// Call after ParameterizeCharts. Can be called multiple times to re-pack charts with different options. -void PackCharts(Atlas *atlas, PackOptions packOptions = PackOptions(), ProgressFunc progressFunc = NULL, void *progressUserData = NULL); +void SetProgressCallback(Atlas *atlas, ProgressFunc progressFunc = nullptr, void *progressUserData = nullptr); +// Custom memory allocation. typedef void *(*ReallocFunc)(void *, size_t); -void SetRealloc(ReallocFunc reallocFunc); +typedef void (*FreeFunc)(void *); +void SetAlloc(ReallocFunc reallocFunc, FreeFunc freeFunc = nullptr); +// Custom print function. typedef int (*PrintFunc)(const char *, ...); void SetPrint(PrintFunc print, bool verbose); +// Helper functions for error messages. const char *StringForEnum(AddMeshError::Enum error); const char *StringForEnum(ProgressCategory::Enum category); diff --git a/src/lib/geogram/voronoi/convex_cell.cpp b/src/lib/geogram/voronoi/convex_cell.cpp index 6acba029..801b3321 100755 --- a/src/lib/geogram/voronoi/convex_cell.cpp +++ b/src/lib/geogram/voronoi/convex_cell.cpp @@ -99,6 +99,7 @@ namespace { void push(ushort val) { ++index_; vbw_assert(index_ < capacity_); + (void)capacity_; // To silence a warning. buffer_[index_] = val; } @@ -531,8 +532,8 @@ namespace VBW { return; } - auto triangle_distance = [this](index_t t, vec4 P) { - Triangle T = get_triangle(t); + auto triangle_distance = [this](index_t t_in, vec4 P_in) { + Triangle T = get_triangle(t_in); vbw_assert(T.i != VERTEX_AT_INFINITY); vbw_assert(T.j != VERTEX_AT_INFINITY); vbw_assert(T.k != VERTEX_AT_INFINITY); @@ -540,10 +541,10 @@ namespace VBW { vec4 p2 = vertex_plane(T.j); vec4 p3 = vertex_plane(T.k); return det4x4( - p1.x, p2.x, p3.x, P.x, - p1.y, p2.y, p3.y, P.y, - p1.z, p2.z, p3.z, P.z, - p1.w, p2.w, p3.w, P.w + p1.x, p2.x, p3.x, P_in.x, + p1.y, p2.y, p3.y, P_in.y, + p1.z, p2.z, p3.z, P_in.z, + p1.w, p2.w, p3.w, P_in.w ); }; diff --git a/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.cpp b/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.cpp index 43069992..c7df806b 100644 --- a/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.cpp +++ b/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.cpp @@ -55,10 +55,6 @@ namespace GLUP { using namespace GEO; Context_GLSL150::Context_GLSL150() { - const char* vendor = (const char*)glGetString(GL_VENDOR); - // Workaround for problem with picking and depth update - // in points fragment shader. - is_intel_graphics_ = (strstr(vendor,"Intel") != nullptr); } void Context_GLSL150::setup() { @@ -356,11 +352,6 @@ namespace GLUP { "#endif\n" ); - // Workaround for problem with picking and depth update - // in points fragment shader. - if(is_intel_graphics_) { - sources.push_back("#define GLUP_INTEL\n"); - } OES_extensions(sources); } @@ -564,13 +555,6 @@ namespace GLUP { "#define GLUP_FRAGMENT_SHADER\n" "#extension GL_ARB_conservative_depth : enable\n" ); - - // Workaround for problem with picking and depth update - // in points fragment shader. - if(is_intel_graphics_) { - sources.push_back("#define GLUP_INTEL\n"); - } - OES_extensions(sources); } diff --git a/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.h b/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.h index a07fdcbb..5b4d62af 100644 --- a/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.h +++ b/src/lib/geogram_gfx/GLUP/GLUP_context_GLSL.h @@ -175,9 +175,6 @@ namespace GLUP { virtual void get_geometry_shader_layout( std::vector& sources ); - - protected: - bool is_intel_graphics_; }; /*********************************************************************/ diff --git a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/fragment_shader.h b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/fragment_shader.h index 542d518d..2e10de0d 100644 --- a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/fragment_shader.h +++ b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/fragment_shader.h @@ -60,7 +60,7 @@ vec4 glup_draw_mesh(in vec4 color, in vec4 mesh_tex_coord) { void main() { -#ifdef GL_ES +#ifdef GLUP_GL_ES #ifndef GLUP_NO_GL_CLIPPING if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { discard; @@ -121,7 +121,7 @@ void main() { // have the same transform orientation, but then I // do not understand why it gives the same result as // the desktop version with GLUPES2...) -#ifdef GL_ES +#ifdef GLUP_GL_ES N = normalize(M*cross(U,V)); #else N = -normalize(M*cross(U,V)); diff --git a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/lines_fragment_shader.h b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/lines_fragment_shader.h index 95df32cc..f5bfe4cd 100644 --- a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/lines_fragment_shader.h +++ b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/lines_fragment_shader.h @@ -16,7 +16,7 @@ in VertexData { void main() { -#ifdef GL_ES +#ifdef GLUP_GL_ES #ifndef GLUP_NO_GL_CLIPPING if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { discard; diff --git a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/points_fragment_shader.h b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/points_fragment_shader.h index 22fc0de9..ec89bc3e 100644 --- a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/points_fragment_shader.h +++ b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/points_fragment_shader.h @@ -21,7 +21,7 @@ in VertexData { void main() { -#ifdef GL_ES +#ifdef GLUP_GL_ES #ifndef GLUP_NO_GL_CLIPPING if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { discard; diff --git a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/vertex_shader.h b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/vertex_shader.h index 88e350da..7ff7f203 100644 --- a/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/vertex_shader.h +++ b/src/lib/geogram_gfx/GLUP/shaders/GLUPGLSL/vertex_shader.h @@ -13,14 +13,14 @@ in vec4 normal_in; #endif out VertexData { -#ifdef GL_ES +#ifdef GLUP_GL_ES vec4 vertex_clip_space; #endif vec4 color; vec4 tex_coord; #if GLUP_PRIMITIVE_DIMENSION==2 vec3 normal; -# ifdef GL_ES +# ifdef GLUP_GL_ES vec4 mesh_tex_coord; # endif #endif @@ -63,7 +63,7 @@ void main(void) { #endif gl_Position = GLUP.modelviewprojection_matrix * vertex_in; #if GLUP_PRIMITIVE_DIMENSION==2 -# ifdef GL_ES +# ifdef GLUP_GL_ES VertexOut.vertex_clip_space = gl_Position; if(glupIsEnabled(GLUP_DRAW_MESH)) { // Note: does not work with glDrawElements because gl_VertexID is diff --git a/src/lib/geogram_gfx/GLUP/shaders/embedded_shaders.cpp b/src/lib/geogram_gfx/GLUP/shaders/embedded_shaders.cpp index 816d6df8..11313e56 100644 --- a/src/lib/geogram_gfx/GLUP/shaders/embedded_shaders.cpp +++ b/src/lib/geogram_gfx/GLUP/shaders/embedded_shaders.cpp @@ -1160,7 +1160,7 @@ namespace GLUP { " \n" "void main() { \n" " \n" - "#ifdef GL_ES \n" + "#ifdef GLUP_GL_ES \n" "#ifndef GLUP_NO_GL_CLIPPING \n" " if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { \n" " discard; \n" @@ -1220,7 +1220,7 @@ namespace GLUP { " \n" "void main() { \n" " \n" - "#ifdef GL_ES \n" + "#ifdef GLUP_GL_ES \n" "#ifndef GLUP_NO_GL_CLIPPING \n" " if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { \n" " discard; \n" @@ -1265,14 +1265,14 @@ namespace GLUP { "#endif \n" " \n" "out VertexData { \n" - "#ifdef GL_ES \n" + "#ifdef GLUP_GL_ES \n" " vec4 vertex_clip_space; \n" "#endif \n" " vec4 color; \n" " vec4 tex_coord; \n" "#if GLUP_PRIMITIVE_DIMENSION==2 \n" " vec3 normal; \n" - "# ifdef GL_ES \n" + "# ifdef GLUP_GL_ES \n" " vec4 mesh_tex_coord; \n" "# endif \n" "#endif \n" @@ -1315,7 +1315,7 @@ namespace GLUP { "#endif \n" " gl_Position = GLUP.modelviewprojection_matrix * vertex_in; \n" "#if GLUP_PRIMITIVE_DIMENSION==2 \n" - "# ifdef GL_ES \n" + "# ifdef GLUP_GL_ES \n" " VertexOut.vertex_clip_space = gl_Position; \n" " if(glupIsEnabled(GLUP_DRAW_MESH)) { \n" " // Note: does not work with glDrawElements because gl_VertexID is \n" @@ -1437,7 +1437,7 @@ namespace GLUP { " \n" "void main() { \n" " \n" - "#ifdef GL_ES \n" + "#ifdef GLUP_GL_ES \n" "#ifndef GLUP_NO_GL_CLIPPING \n" " if(glupIsEnabled(GLUP_CLIPPING) && (gl_ClipDistance[0] < 0.0)) { \n" " discard; \n" @@ -1498,7 +1498,7 @@ namespace GLUP { "// have the same transform orientation, but then I \n" "// do not understand why it gives the same result as \n" "// the desktop version with GLUPES2...) \n" - "#ifdef GL_ES \n" + "#ifdef GLUP_GL_ES \n" " N = normalize(M*cross(U,V)); \n" "#else \n" " N = -normalize(M*cross(U,V)); \n" diff --git a/src/lib/geogram_gfx/ImGui_ext/imgui_ext.cpp b/src/lib/geogram_gfx/ImGui_ext/imgui_ext.cpp index bcd67848..0085ca04 100644 --- a/src/lib/geogram_gfx/ImGui_ext/imgui_ext.cpp +++ b/src/lib/geogram_gfx/ImGui_ext/imgui_ext.cpp @@ -395,7 +395,7 @@ namespace { label.c_str(), &visible_, ImGuiWindowFlags_NoCollapse | ( - no_docking_ ? ImGuiWindowFlags_NoDocking : 0 + (no_docking_ && !pinned_) ? ImGuiWindowFlags_NoDocking : 0 ) ); @@ -470,7 +470,7 @@ namespace { if(i != 0) { ImGui::SameLine(); if( - ImGui::GetContentRegionAvailWidth() < + ImGui::GetContentRegionAvail().x < ImGui::CalcTextSize(path[i].c_str()).x + 10.0f*ImGui::scaling() ) { @@ -552,7 +552,7 @@ namespace { } } if(scroll_to_file_ && i == current_file_index_) { - ImGui::SetScrollHere(); + ImGui::SetScrollHereY(); scroll_to_file_ = false; } } @@ -756,7 +756,7 @@ namespace { * \brief The callback for handling the text input. * \param[in,out] data a pointer to the callback data */ - static int text_input_callback(ImGuiTextEditCallbackData* data) { + static int text_input_callback(ImGuiInputTextCallbackData* data) { FileDialog* dlg = static_cast(data->UserData); if( (data->EventFlag & @@ -781,7 +781,7 @@ namespace { * \param[in] direction -1 if the up arrow was pressed, 1 if the * down arrow was pressed */ - void updown_callback(ImGuiTextEditCallbackData* data, int direction) { + void updown_callback(ImGuiInputTextCallbackData* data, int direction) { int next = int(current_file_index_) + direction; if(next < 0) { if(files_.size() == 0) { @@ -812,7 +812,7 @@ namespace { * \brief Called whenever the tab key is pressed. * \param[in,out] data a pointer to the callback data */ - void tab_callback(ImGuiTextEditCallbackData* data) { + void tab_callback(ImGuiInputTextCallbackData* data) { std::string file(current_file_); bool found = false; for(index_t i=0; iBufTextLen = int( safe_strncpy( @@ -900,7 +900,7 @@ namespace { ImGui::Separator(); if (ImGui::Button( "Overwrite", - ImVec2(-ImGui::GetContentRegionAvailWidth()/2.0f,0.0f)) + ImVec2(-ImGui::GetContentRegionAvail().x/2.0f,0.0f)) ) { are_you_sure_ = false; ImGui::CloseCurrentPopup(); @@ -932,9 +932,9 @@ namespace { } ImGui::SameLine(); if( - ImGui::GetContentRegionAvailWidth() < + ImGui::GetContentRegionAvail().x < ImGui::CalcTextSize("X:").x + 10.0f*ImGui::scaling() - ) { + ) { ImGui::NewLine(); } } diff --git a/src/lib/geogram_gfx/ImGui_ext/imgui_ext.h b/src/lib/geogram_gfx/ImGui_ext/imgui_ext.h index 5439d93e..b54e5295 100644 --- a/src/lib/geogram_gfx/ImGui_ext/imgui_ext.h +++ b/src/lib/geogram_gfx/ImGui_ext/imgui_ext.h @@ -141,7 +141,7 @@ namespace ImGui { * \param[in] extensions semi-colon-separated list of extensions, without * the dot * \param[in] filename initial filename or empty string - * \param(in] root an optional root Node. If null or unspecified, then + * \param[in] root an optional root Node. If null or unspecified, then * the default root is used. * \details The file dialog is drawn and handled after, by calling * FileDialog() diff --git a/src/lib/geogram_gfx/gui/application.cpp b/src/lib/geogram_gfx/gui/application.cpp index 9ceef589..920e9114 100644 --- a/src/lib/geogram_gfx/gui/application.cpp +++ b/src/lib/geogram_gfx/gui/application.cpp @@ -270,9 +270,13 @@ namespace GEO { return scaling_ * hidpi_scaling_ / pixel_ratio_; } - void Application::resize(index_t w, index_t h) { + void Application::resize( + index_t w, index_t h, index_t fb_w, index_t fb_h + ) { width_ = w; height_ = h; + frame_buffer_width_ = fb_w; + frame_buffer_height_ = fb_h; scaling_ = double(font_size_)/16.0; if(phone_screen_) { scaling_ *= double(std::max(get_width(), get_height()))/600.0; @@ -402,7 +406,11 @@ namespace GEO { ImGui::LoadIniSettingsFromMemory(state.c_str()); } ImGuiIO& io = ImGui::GetIO(); - io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; + // Viewports allow to drag ImGui windows outside the app's window, + // but it is still a bit unstable, so deactivated it for now. + // io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; + // Note: NavKeyboard sets WantsCaptureKeyboard all the time and // thus prevents from nanosleeping ! // io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; @@ -509,7 +517,11 @@ namespace GEO { void Application::ImGui_terminate() { geo_assert(ImGui_initialized_); ImGui_ImplOpenGL3_Shutdown(); -#if defined(GEO_GLFW) +#if defined(GEO_GLFW) + // Note: normally, with the new ImGui (1.74), this + // desinstalls user callbacks and reinstalls the previous + // callbacks. I deactivated this mechanism to have the same + // behavior as in ImGui 1.72. TODO: do that properly ! ImGui_ImplGlfw_Shutdown(); #endif ImGui::DestroyContext(); @@ -708,18 +720,26 @@ namespace GEO { return; } + { int cur_width, cur_height; - int fb_width, fb_height; + int cur_fb_width, cur_fb_height; - // TODO: test on MacOS / Retina glfwGetWindowSize(data_->window_, &cur_width, &cur_height); - glfwGetFramebufferSize(data_->window_, &fb_width, &fb_height); - frame_buffer_width_ = index_t(fb_width); - frame_buffer_height_ = index_t(fb_height); + glfwGetFramebufferSize( + data_->window_, &cur_fb_width, &cur_fb_height + ); - if(int(width_) != cur_width || int(height_) != cur_height) { - resize(index_t(cur_width), index_t(cur_height)); + if( + int(width_) != cur_width || + int(height_) != cur_height || + int(frame_buffer_width_) != cur_fb_width || + int(frame_buffer_height_) != cur_fb_height + ) { + resize( + index_t(cur_width), index_t(cur_height), + index_t(cur_fb_width), index_t(cur_fb_height) + ); } } @@ -737,9 +757,9 @@ namespace GEO { } } + glfwPollEvents(); - if(needs_to_redraw()) { pre_draw(); currently_drawing_gui_ = true; @@ -748,6 +768,18 @@ namespace GEO { draw_gui(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + +#ifndef GEO_OS_EMSCRIPTEN + // Update and Render additional Platform Windows + // (see ImGui demo app). + if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } +#endif + currently_drawing_gui_ = false; #ifdef GEO_OS_EMSCRIPTEN @@ -761,7 +793,10 @@ namespace GEO { glfwSwapBuffers(data_->window_); post_draw(); - if(nb_frames_update_ > 0 && !animate_) { + if( + nb_frames_update_ > 0 && !animate_ && + !(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ) { --nb_frames_update_; } } else { @@ -984,12 +1019,7 @@ namespace GEO { } void Application::callbacks_initialize() { - if(data_->GLFW_callbacks_initialized_) { - /* - GEO::Logger::out("ImGui") << "Viewer GUI restart (config. changed)" - << std::endl; - */ - } else { + if(!data_->GLFW_callbacks_initialized_) { GEO::Logger::out("ImGui") << "Viewer GUI init (GL3)" << std::endl; } diff --git a/src/lib/geogram_gfx/gui/application.h b/src/lib/geogram_gfx/gui/application.h index 6a1dc33c..541bf4a3 100644 --- a/src/lib/geogram_gfx/gui/application.h +++ b/src/lib/geogram_gfx/gui/application.h @@ -483,11 +483,13 @@ namespace GEO { /** * \brief Called whenever window size changes - * \param[in] w , h the new width and height in pixels. + * \param[in] w , h the new window width and height in pixels. + * \param[in] fb_w , fb_h the new framebuffer width and height in + * pixels. * \details Called whenenver the size of the window does not * match the current size. */ - virtual void resize(index_t w, index_t h); + virtual void resize(index_t w, index_t h, index_t fb_w, index_t fb_h); /** * \brief Draws one frame. diff --git a/src/lib/geogram_gfx/gui/arc_ball.h b/src/lib/geogram_gfx/gui/arc_ball.h index 1efa6ea1..dac8a2fa 100644 --- a/src/lib/geogram_gfx/gui/arc_ball.h +++ b/src/lib/geogram_gfx/gui/arc_ball.h @@ -153,6 +153,15 @@ namespace GEO { * \brief Resets this ArcBall to the default value. */ void reset(); + + /** + * \brief Tests whether this ArcBall is grabbed. + * \retval true if this ArcBall is grabbed. + * \retval false otherwise. + */ + bool grabbed() const { + return grabbed_; + } protected: /** diff --git a/src/lib/geogram_gfx/gui/console.cpp b/src/lib/geogram_gfx/gui/console.cpp index c84d41be..6ef1b15f 100644 --- a/src/lib/geogram_gfx/gui/console.cpp +++ b/src/lib/geogram_gfx/gui/console.cpp @@ -129,13 +129,13 @@ namespace GEO { } } - static int TextEditCallbackStub(ImGuiTextEditCallbackData* data) { + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) { Console* console = (Console*)data->UserData; return console->TextEditCallback(data); } - int Console::TextEditCallback(ImGuiTextEditCallbackData* data) { + int Console::TextEditCallback(ImGuiInputTextCallbackData* data) { switch (data->EventFlag) { case ImGuiInputTextFlags_CallbackCompletion: { if(completion_callback_ != nullptr) { diff --git a/src/lib/geogram_gfx/gui/console.h b/src/lib/geogram_gfx/gui/console.h index 4f7817c8..d303bda1 100644 --- a/src/lib/geogram_gfx/gui/console.h +++ b/src/lib/geogram_gfx/gui/console.h @@ -118,7 +118,7 @@ namespace GEO { */ virtual void draw(bool* visible=nullptr, bool with_window=true); - int TextEditCallback(ImGuiTextEditCallbackData* data); + int TextEditCallback(ImGuiInputTextCallbackData* data); void show() { *visible_flag_ = true; diff --git a/src/lib/geogram_gfx/gui/simple_application.cpp b/src/lib/geogram_gfx/gui/simple_application.cpp index 406e440b..328f334d 100644 --- a/src/lib/geogram_gfx/gui/simple_application.cpp +++ b/src/lib/geogram_gfx/gui/simple_application.cpp @@ -1132,8 +1132,10 @@ namespace GEO { } - void SimpleApplication::resize(index_t w, index_t h) { - Application::resize(w,h); + void SimpleApplication::resize( + index_t w, index_t h, index_t fb_w, index_t fb_h + ) { + Application::resize(w,h,fb_w,fb_h); if(phone_screen_) { set_default_layout(); } diff --git a/src/lib/geogram_gfx/gui/simple_application.h b/src/lib/geogram_gfx/gui/simple_application.h index 9a643ecf..6ce6a559 100644 --- a/src/lib/geogram_gfx/gui/simple_application.h +++ b/src/lib/geogram_gfx/gui/simple_application.h @@ -487,7 +487,7 @@ namespace GEO { void set_default_layout(); - void resize(index_t w, index_t h) override; + void resize(index_t w, index_t h, index_t fb_w, index_t fb_h) override; virtual const char* default_layout() const; virtual const char* default_layout_android_vertical() const; diff --git a/src/lib/geogram_gfx/lua/lua_imgui.cpp b/src/lib/geogram_gfx/lua/lua_imgui.cpp index 827f04cf..dd1b7ab0 100644 --- a/src/lib/geogram_gfx/lua/lua_imgui.cpp +++ b/src/lib/geogram_gfx/lua/lua_imgui.cpp @@ -597,9 +597,327 @@ namespace { lua_pushboolean(L,ImGui::SimpleButton(K)); return 1; } + + int wrapper_GetMousePos(lua_State* L) { + if(lua_gettop(L) != 0) { + return luaL_error( + L, "'imgui.GetMousePos()' invalid number of arguments" + ); + } + lua_pushnumber(L,ImGui::GetIO().MousePos.x); + lua_pushnumber(L,ImGui::GetIO().MousePos.y); + return 2; + } + +} + +namespace GEO { + + /** + * \brief Specialization of lua_push() for ImDrawList* + */ + template<> inline void lua_push( + lua_State* L, ImDrawList* x + ) { + lua_pushlightuserdata(L,(void*)x); + } + + /** + * \brief lua_to specialization for ImDrawList* + */ + template<> class lua_to { + public: + lua_to(lua_State* L, int idx) { + x_ = (ImDrawList*)(lua_touserdata(L,idx)); + } + static bool can_convert(lua_State* L, int idx) { + return lua_check_type(L, idx, my_lua_islightuserdata); + } + operator ImDrawList*() const { + return x_; + } + private: + ImDrawList* x_; + }; } +// WIP: export all ImGuiDrawList functions to LUA + +namespace ImGuiDrawAdapters { + + // Needed by lua_bindwrapper because ImGui::GetBackgroundDrawList() + // takes an ImViewport (default = nullptr) as an argunemt. + static ImDrawList* GetBackgroundDrawList() { + return ImGui::GetBackgroundDrawList(); + } + + // Needed by lua_bindwrapper because ImGui::GetForegroundDrawList() + // takes an ImViewport (default = nullptr) as an argunemt. + static ImDrawList* GetForegroundDrawList() { + return ImGui::GetForegroundDrawList(); + } + + static void PushClipRect( + ImDrawList* list, + float xmin, float ymin, + float xmax, float ymax, + bool intersect + ) { + list->PushClipRect( + ImVec2(xmin, ymin), + ImVec2(xmax, ymax), + intersect + ); + } + + static void PushClipRectFullScreen(ImDrawList* list) { + list->PushClipRectFullScreen(); + } + + static void PopClipRect(ImDrawList* list) { + list->PopClipRect(); + } + + static void PushTextureID(ImDrawList* list, index_t id) { + union { + ImTextureID im_texture_id; + index_t gl_texture_id; + }; + gl_texture_id = id; + list->PushTextureID(im_texture_id); + } + + static void PopTextureID(ImDrawList* list) { + list->PopClipRect(); + } + + static void AddLine( + ImDrawList* list, float x1, float y1, float x2, float y2, + Numeric::uint32 color, float thickness + ) { + list->AddLine( + ImVec2(x1,y1), ImVec2(x2,y2), + color, thickness + ); + } + + static void AddRect( + ImDrawList* list, + float x1, float y1, float x2, float y2, + Numeric::uint32 color, float rounding, int rounding_corners, + float thickness + ) { + list->AddRect( + ImVec2(x1,y1), ImVec2(x2,y2), color, rounding, + ImDrawCornerFlags(rounding_corners), thickness + ); + } + + static void AddRectFilled( + ImDrawList* list, + float x1, float y1, float x2, float y2, + Numeric::uint32 color, float rounding, int rounding_corners + ) { + list->AddRectFilled( + ImVec2(x1,y1), ImVec2(x2,y2), color, rounding, + ImDrawCornerFlags(rounding_corners) + ); + } + + static void AddRectFilledMultiColor( + ImDrawList* list, + float x1, float y1, float x2, float y2, + Numeric::uint32 color1, Numeric::uint32 color2, + Numeric::uint32 color3, Numeric::uint32 color4 + ) { + list->AddRectFilledMultiColor( + ImVec2(x1,y1), ImVec2(x2,y2), + color1, color2, color3, color4 + ); + } + + static void AddQuad( + ImDrawList* list, + float x1, float y1, float x2, float y2, + float x3, float y3, float x4, float y4, + Numeric::uint32 color, + float thickness + ) { + list->AddQuad( + ImVec2(x1,y1), ImVec2(x2,y2), ImVec2(x3,y3), ImVec2(x4,y4), + color, thickness + ); + } + + static void AddQuadFilled( + ImDrawList* list, float x1, float y1, float x2, float y2, + float x3, float y3, float x4, float y4, Numeric::uint32 color + ) { + list->AddQuad( + ImVec2(x1,y1), ImVec2(x2,y2), ImVec2(x3,y3), ImVec2(x4,y4), color + ); + } + + static void AddTriangle( + ImDrawList* list, float x1, float y1, float x2, float y2, + float x3, float y3, Numeric::uint32 color, float thickness + ) { + list->AddTriangle( + ImVec2(x1,y1), ImVec2(x2,y2), ImVec2(x3,y3), color, thickness + ); + } + + static void AddTriangleFilled( + ImDrawList* list, float x1, float y1, float x2, float y2, + float x3, float y3, Numeric::uint32 color + ) { + list->AddTriangleFilled(ImVec2(x1,y1), ImVec2(x2,y2), ImVec2(x3,y3), color); + } + + static void AddCircle( + ImDrawList* list, float x, float y, float radius, Numeric::uint32 color, + int num_segments, float thickness + ) { + list->AddCircle(ImVec2(x,y), radius, color, num_segments, thickness); + } + + static void AddCircleFilled( + ImDrawList* list, float x, float y, float radius, Numeric::uint32 color, + int num_segments + ) { + list->AddCircleFilled(ImVec2(x,y), radius, color, num_segments); + } + + static void AddText( + ImDrawList* list, float x, float y, index_t color, const char* text + ) { + list->AddText(ImVec2(x,y), color, text); + } + + static void AddText2( + ImDrawList* list, index_t font, float font_size, float x, float y, + index_t color, const char* text + ) { + if(int(font) >= ImGui::GetIO().Fonts->Fonts.size()) { + return; + } + ImFont* imfont = ImGui::GetIO().Fonts->Fonts[int(font)]; + list->AddText(imfont, font_size, ImVec2(x,y), color, text); + } + + static void AddBezierCurve( + ImDrawList* list, float x1, float y1, float x2, float y2, + float x3, float y3, float x4, float y4, index_t color, + float thickness, int num_segments + ) { + list->AddBezierCurve( + ImVec2(x1,y1), ImVec2(x2,y2), ImVec2(x3,y3), ImVec2(x4,y4), + color, thickness, num_segments + ); + } + + static void AddImage( + ImDrawList* list, index_t id, + float x1, float y1, float x2, float y2, + float u1, float v1, float u2, float v2, + index_t color + ) { + union { + ImTextureID im_texture_id; + index_t gl_texture_id; + }; + gl_texture_id = id; + list->AddImage( + im_texture_id, + ImVec2(x1,y1), ImVec2(x2,y2), + ImVec2(u1,v1), ImVec2(u2,v2), + color + ); + } + + static void AddImageRounded( + ImDrawList* list, index_t id, + float x1, float y1, float x2, float y2, + float u1, float v1, float u2, float v2, + index_t color, float rounding, int rounding_corners + ) { + union { + ImTextureID im_texture_id; + index_t gl_texture_id; + }; + gl_texture_id = id; + list->AddImageRounded( + im_texture_id, + ImVec2(x1,y1), ImVec2(x2,y2), + ImVec2(u1,v1), ImVec2(u2,v2), + color, rounding, ImDrawCornerFlags(rounding_corners) + ); + } + + static void PathClear(ImDrawList* list) { + list->PathClear(); + } + + static void PathLineTo(ImDrawList* list, float x, float y) { + list->PathLineTo(ImVec2(x,y)); + } + + static void PathLineToMergeDuplicate(ImDrawList* list, float x, float y) { + list->PathLineToMergeDuplicate(ImVec2(x,y)); + } + + static void PathFillConvex(ImDrawList* list, index_t color) { + list->PathFillConvex(color); + } + + static void PathStroke( + ImDrawList* list, index_t color, bool closed, float thickness + ) { + list->PathStroke(color, closed, thickness); + } + + static void PathArcTo( + ImDrawList* list, float cx, float cy, float radius, float a1, float a2, + int num_segments + ) { + list->PathArcTo(ImVec2(cx,cy), radius, a1, a2, num_segments); + } + + static void PathArcToFast( + ImDrawList* list, float cx, float cy, float radius, int a1, int a2 + ) { + list->PathArcToFast(ImVec2(cx,cy), radius, a1, a2); + } + + static void PathBezierCurveTo( + ImDrawList* list, + float x1, float y1, float x2, float y2, float x3, float y3, + int num_segments + ) { + list->PathBezierCurveTo( + ImVec2(x1,y1), ImVec2(x2,y2), ImVec2(x3,y3), num_segments + ); + } + + static void PathRect( + ImDrawList* list, + float x1, float y1, float x2, float y2, + float rounding, int rounding_corners + ) { + list->PathRect( + ImVec2(x1,y1), ImVec2(x2,y2), + rounding, ImDrawCornerFlags(rounding_corners) + ); + } +} + + +#define DECLARE_IMGUI_CONSTANT(C) \ + lua_pushinteger(L,C); \ + lua_setglobal(L,#C) + + void init_lua_imgui(lua_State* L) { lState = L; LoadImguiBindings(); @@ -697,7 +1015,61 @@ void init_lua_imgui(lua_State* L) { lua_pushliteral(L,"SimpleButton"); lua_pushcfunction(L,wrapper_SimpleButton); lua_settable(L,-3); + + lua_pushliteral(L,"GetMousePos"); + lua_pushcfunction(L,wrapper_GetMousePos); + lua_settable(L,-3); + + /*****************************************************************/ + + lua_bindwrapper(L,ImGui::GetWindowDrawList); + lua_bindwrapper(L,ImGuiDrawAdapters::GetBackgroundDrawList); + lua_bindwrapper(L,ImGuiDrawAdapters::GetForegroundDrawList); + + lua_bindwrapper(L,ImGuiDrawAdapters::PushClipRect); + lua_bindwrapper(L,ImGuiDrawAdapters::PushClipRectFullScreen); + lua_bindwrapper(L,ImGuiDrawAdapters::PopClipRect); + + lua_bindwrapper(L,ImGuiDrawAdapters::PushTextureID); + lua_bindwrapper(L,ImGuiDrawAdapters::PopTextureID); + + lua_bindwrapper(L,ImGuiDrawAdapters::AddLine); + lua_bindwrapper(L,ImGuiDrawAdapters::AddRect); + lua_bindwrapper(L,ImGuiDrawAdapters::AddRectFilled); + lua_bindwrapper(L,ImGuiDrawAdapters::AddRectFilledMultiColor); + lua_bindwrapper(L,ImGuiDrawAdapters::AddQuad); + lua_bindwrapper(L,ImGuiDrawAdapters::AddQuadFilled); + lua_bindwrapper(L,ImGuiDrawAdapters::AddTriangle); + lua_bindwrapper(L,ImGuiDrawAdapters::AddTriangleFilled); + lua_bindwrapper(L,ImGuiDrawAdapters::AddCircle); + lua_bindwrapper(L,ImGuiDrawAdapters::AddCircleFilled); + lua_bindwrapper(L,ImGuiDrawAdapters::AddText); + lua_bindwrapper(L,ImGuiDrawAdapters::AddText2); + lua_bindwrapper(L,ImGuiDrawAdapters::AddBezierCurve); + lua_bindwrapper(L,ImGuiDrawAdapters::AddImage); + lua_bindwrapper(L,ImGuiDrawAdapters::AddImageRounded); + lua_bindwrapper(L,ImGuiDrawAdapters::PathClear); + lua_bindwrapper(L,ImGuiDrawAdapters::PathLineTo); + lua_bindwrapper(L,ImGuiDrawAdapters::PathLineToMergeDuplicate); + lua_bindwrapper(L,ImGuiDrawAdapters::PathFillConvex); + lua_bindwrapper(L,ImGuiDrawAdapters::PathStroke); + lua_bindwrapper(L,ImGuiDrawAdapters::PathArcTo); + lua_bindwrapper(L,ImGuiDrawAdapters::PathArcToFast); + lua_bindwrapper(L,ImGuiDrawAdapters::PathBezierCurveTo); + lua_bindwrapper(L,ImGuiDrawAdapters::PathRect); lua_pop(L,1); + + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_None); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_TopLeft); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_TopRight); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_BotLeft); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_BotRight); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_Top); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_Bot); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_Left); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_Right); + DECLARE_IMGUI_CONSTANT(ImDrawCornerFlags_All); + } diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/LICENSE b/src/lib/geogram_gfx/third_party/ImGui/OLD/LICENSE new file mode 100644 index 00000000..21b6ee7e --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/LICENSE @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2014-2018 Omar Cornut + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/README.txt b/src/lib/geogram_gfx/third_party/ImGui/OLD/README.txt new file mode 100644 index 00000000..41c93305 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/README.txt @@ -0,0 +1,6 @@ +imgui: Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies +website: https://github.com/ocornut/imgui + +This version (1.69) downloaded 03/16/2019 +My patches/changes indicated by [Bruno Levy] tags +Added Android support. \ No newline at end of file diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/glup_compat.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/glup_compat.h new file mode 100644 index 00000000..b26c0a16 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/glup_compat.h @@ -0,0 +1,46 @@ +/** + * Macros and functions for facilitating interfacing + * ImGui with WebGL when used with emscripten. + * This file is not part of the initial ImGui distribution. + * [Bruno Levy 11/26/2017] + */ + +#ifndef H_GLUP_COMPAT_H +#define H_GLUP_COMPAT_H + +#include +#include +#include + +#ifndef GL_VERTEX_ARRAY_BINDING +# define GL_VERTEX_ARRAY_BINDING 0x85B5 +#endif + +#ifdef glBindVertexArray +# undef glBindVertexArray +#endif +#define glBindVertexArray glupBindVertexArray + +#ifdef glGenVertexArrays +# undef glGenVertexArrays +#endif +#define glGenVertexArrays glupGenVertexArrays + +namespace { + inline void glup_glGetIntegerv(GLenum name, GLint* value) { + if(name == GL_VERTEX_ARRAY_BINDING) { + *value = glupGetVertexArrayBinding(); + } else { + glGetIntegerv(name, value); + } + } +} + +#ifdef glGetIntegerv +# undef glGetIntegerv +#endif +#define glGetIntegerv glup_glGetIntegerv + + + +#endif // Include guard diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imconfig.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imconfig.h new file mode 100644 index 00000000..8d23cbb1 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imconfig.h @@ -0,0 +1,86 @@ +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h) +// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +// [Bruno] I'm now using c++11... +#include +#ifdef NULL +#undef NULL +#define NULL nullptr +#endif + +// [Bruno] +#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM "glup_compat.h" + +//---- Define assertion handler. Defaults to calling assert(). +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows. +// [Bruno] export ImGUI symbols. +#include +#define IMGUI_API GEOGRAM_GFX_API +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) +//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +//#define IMGUI_DISABLE_DEMO_WINDOWS + +//---- 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. +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function. +//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. +//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). + +//---- Include imgui_user.h at the end of imgui.h as a convenience +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of imgui cpp files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ + +//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it. +//#define ImDrawIdx unsigned int + +//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +/* +namespace ImGui +{ + void MyFunction(const char* name, const MyMatrix44& v); +} +*/ diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.cpp b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.cpp new file mode 100644 index 00000000..b764ad0c --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.cpp @@ -0,0 +1,14620 @@ +// dear imgui, v1.70 WIP +// (main code and documentation) + +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. +// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// Get latest version at https://github.com/ocornut/imgui +// Releases change-log at https://github.com/ocornut/imgui/releases +// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269 + +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but I need your support to sustain development and maintenance. +// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README. +// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- END-USER GUIDE +- PROGRAMMER GUIDE (read me!) + - Read first. + - How to update to a newer version of Dear ImGui. + - Getting started with integrating Dear ImGui in your code/engine. + - This is how a simple application may look like (2 variations). + - This is how a simple rendering function may look like. + - Using gamepad/keyboard navigation controls. +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + - Where is the documentation? + - Which version should I get? + - Who uses Dear ImGui? + - Why the odd dual naming, "Dear ImGui" vs "ImGui"? + - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + - How can I display an image? What is ImTextureID, how does it works? + - Why are multiple widgets reacting when I interact with a single one? How can I have + multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... + - How can I use my own math types instead of ImVec2/ImVec4? + - How can I load a different font than the default? + - How can I easily use icons in my application? + - How can I load multiple fonts? + - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? + - How can I interact with standard C++ types (such as std::string and std::vector)? + - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) + - I integrated Dear ImGui in my engine and the text or lines are blurry.. + - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + - How can I help? + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiListClipper +// [SECTION] RENDER HELPERS +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] COLUMNS +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUG WINDOW + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize screen real-estate usage. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. + opening a tree node for the first time, etc. but a typical frame should not allocate anything). + + Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: + - Doesn't look fancy, doesn't animate. + - Limited layout features, intricate layouts are typically crafted in code. + + + END-USER GUIDE + ============== + + - Double-click on title bar to collapse window. + - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). + - Click and drag on any empty space to move window. + - TAB/SHIFT+TAB to cycle through keyboard editable fields. + - CTRL+Click on a slider or drag box to input value as text. + - Use mouse wheel to scroll. + - Text editor: + - Hold SHIFT or use mouse to select text. + - CTRL+Left/Right to word jump. + - CTRL+Shift+Left/Right to select words. + - CTRL+A our Double-Click to select all. + - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ + - CTRL+Z,CTRL+Y to undo/redo. + - ESCAPE to revert text to its original value. + - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) + - Controls are automatically adjusted for OSX to match standard OSX text editing operations. + - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW + + + PROGRAMMER GUIDE + ================ + + READ FIRST: + + - Read the FAQ below this section! + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction + or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI: + + - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - Try to keep your copy of dear imgui reasonably up to date. + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE: + + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - Add the Dear ImGui source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating imgui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + HOW A SIMPLE APPLICATION MAY LOOK LIKE: + EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder). + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + HOW A SIMPLE APPLICATION MAY LOOK LIKE: + EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = NULL; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that your your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->TexID = (void*)texture; + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.MousePos = my_mouse_pos; // set the mouse position + io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states + io.MouseDown[1] = my_mouse_buttons[1]; + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use imgui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any ImGui functions as well! + + // Render imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE: + + void void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // The texture for the draw call is specified by pcmd->TextureId. + // The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->TextureId); + + // We are using scissoring to clip some objects. All low-level graphics API should supports it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) + // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. + // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + ImVec2 pos = draw_data->DisplayPos; + MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + } + idx_buffer += pcmd->ElemCount; + } + } + } + + - The examples/ folders contains many actual implementation of the pseudo-codes above. + - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. + They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs + from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information. + - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! + + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS + + - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! + - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Gamepad: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). + Note that io.NavInputs[] is cleared by EndFrame(). + - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: + 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. + - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. + Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW. + - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo + to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - Keyboard: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag + will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. + - Mouse: + - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + + (Docking/Viewport Branch) + - 2018/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + - 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. + + + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports. + when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old bindings called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. + If your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) + { + float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; + return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); + } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; } + became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; } + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. + it is now recommended that you sample the font texture with bilinear interpolation. + (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ), TIPS + ====================================== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ + folder to explain how to integrate Dear ImGui with your own engine/application. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated to it. + + Q: Which version should I get? + A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe + and recommended to sync to master/latest. The library is fairly stable and regressions tend to be + fixed fast when reported. You may also peak at the 'docking' branch which includes: + - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) + - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) + Many projects are using this branch and it is kept in sync with master regularly. + + Q: Who uses Dear ImGui? + A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and + "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages + for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! + + Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? + A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when + when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI + (immediate-mode graphical user interface) was coined before and is being used in variety of other + situations (e.g. Unity uses it own implementation of the IMGUI paradigm). + To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, + longer name "Dear ImGui" that people can use to refer to this specific library. + Please try to refer to this library as "Dear ImGui". + + Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) + - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). + Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. + This is because imgui needs to detect that you clicked in the void to unfocus its own windows. + Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). + It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. + Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also + perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to UpdateHoveredWindowAndCaptureFlags(). + Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically + have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs + were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + + Q: How can I display an image? What is ImTextureID, how does it works? + A: Short explanation: + - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. + - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. + - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). + Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. + + Long explanation: + - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. + At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code + to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). + - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. + We carry the information to identify a "texture" in the ImTextureID type. + ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. + Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. + - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying + an image from the end-user perspective. This is what the _examples_ rendering functions are using: + + OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) + DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) + DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) + DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) + + For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. + Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure + tying together both the texture and information about its format and how to read it. + - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about + the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase + is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. + If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID + representation suggested by the example bindings is probably the best choice. + (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) + + User code may do: + + // Cast our texture type to ImTextureID / void* + MyTexture* texture = g_CoffeeTableTexture; + ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); + + The renderer function called after ImGui::Render() will receive that same value that the user code passed: + + // Cast ImTextureID / void* stored in the draw command as our texture type + MyTexture* texture = (MyTexture*)pcmd->TextureId; + MyEngineBindTexture2D(texture); + + Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. + This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. + If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. + + Here's a simplified OpenGL example using stb_image.h: + + // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: + #define STB_IMAGE_IMPLEMENTATION + #include + [...] + int my_image_width, my_image_height; + unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); + + // Turn the RGBA pixel data into an OpenGL texture: + GLuint my_opengl_texture; + glGenTextures(1, &my_opengl_texture); + glBindTexture(GL_TEXTURE_2D, my_opengl_texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); + + // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: + ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); + + C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. + Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. + Examples: + + GLuint my_tex = XXX; + void* my_void_ptr; + my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) + my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint + + ID3D11ShaderResourceView* my_dx11_srv = XXX; + void* my_void_ptr; + my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* + my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* + + Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + + Q: Why are multiple widgets reacting when I interact with a single one? + Q: How can I have multiple widgets with the same label or with an empty label? + A: A primer on labels and the ID Stack... + + Dear ImGui internally need to uniquely identify UI elements. + Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. + Interactive widgets (such as calls to Button buttons) need a unique ID. + Unique ID are used internally to track active widgets and occasionally associate state to widgets. + Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. + + - Unique ID are often derived from a string label: + + Button("OK"); // Label = "OK", ID = hash of (..., "OK") + Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel") + + - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having + two buttons labeled "OK" in different windows or different tree locations is fine. + We used "..." above to signify whatever was already pushed to the ID stack previously: + + Begin("MyWindow"); + Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") + End(); + Begin("MyOtherWindow"); + Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") + End(); + + - If you have a same ID twice in the same location, you'll have a conflict: + + Button("OK"); + Button("OK"); // ID collision! Interacting with either button will trigger the first one. + + Fear not! this is easy to solve and there are many ways to solve it! + + - Solving ID conflict in a simple/local context: + When passing a label you can optionally specify extra ID information within string itself. + Use "##" to pass a complement to the ID that won't be visible to the end-user. + This helps solving the simple collision cases when you know e.g. at compilation time which items + are going to be created: + + Begin("MyWindow"); + Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") + Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above + Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above + End(); + + - If you want to completely hide the label, but still need an ID: + + Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! + + - Occasionally/rarely you might want change a label while preserving a constant ID. This allows + you to animate labels. For example you may want to include varying information in a window title bar, + but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: + + Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") + Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different + + sprintf(buf, "My game (%f FPS)###MyGame", fps); + Begin(buf); // Variable title, ID = hash of "MyGame" + + - Solving ID conflict in a more general manner: + Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts + within the same window. This is the most convenient way of distinguishing ID when iterating and + creating many UI elements programmatically. + You can push a pointer, a string or an integer value into the ID stack. + Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack. + At each level of the stack we store the seed used for items at this level of the ID stack. + + Begin("Window"); + for (int i = 0; i < 100; i++) + { + PushID(i); // Push i to the id tack + Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") + PopID(); + } + for (int i = 0; i < 100; i++) + { + MyObject* obj = Objects[i]; + PushID(obj); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") + PopID(); + } + for (int i = 0; i < 100; i++) + { + MyObject* obj = Objects[i]; + PushID(obj->Name); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") + PopID(); + } + End(); + + - You can stack multiple prefixes into the ID stack: + + Button("Click"); // Label = "Click", ID = hash of (..., "Click") + PushID("node"); + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + PushID(my_ptr); + Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") + PopID(); + PopID(); + + - Tree nodes implicitly creates a scope for you by calling PushID(). + + Button("Click"); // Label = "Click", ID = hash of (..., "Click") + if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) + { + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + TreePop(); + } + + - When working with trees, ID are used to preserve the open/close state of each tree node. + Depending on your use cases you may want to use strings, indices or pointers as ID. + e.g. when following a single pointer that may change over time, using a static string as ID + will preserve your node open/closed state when the targeted object change. + e.g. when displaying a list of objects, using indices or pointers as ID will preserve the + node open/closed state differently. See what makes more sense in your situation! + + Q: How can I use my own math types instead of ImVec2/ImVec4? + A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. + This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. + + Q: How can I load a different font than the default? + A: Use the font atlas to load the TTF/OTF file you want: + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); + io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() + Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. + (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) + (Read the 'misc/fonts/README.txt' file for more details about font loading.) + + New programmers: remember that in C/C++ and most programming languages if you want to use a + backslash \ within a string literal, you need to write it double backslash "\\": + io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) + io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT + io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT + + Q: How can I easily use icons in my application? + A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you + main font. Then you can refer to icons within your strings. + You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. + (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) + + Q: How can I load multiple fonts? + A: Use the font atlas to pack them into a single texture: + (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) + + ImGuiIO& io = ImGui::GetIO(); + ImFont* font0 = io.Fonts->AddFontDefault(); + ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); + ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); + io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() + // the first loaded font gets used by default + // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime + + // Options + ImFontConfig config; + config.OversampleH = 2; + config.OversampleV = 1; + config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up + config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); + + // Combine multiple fonts into one (e.g. for icon fonts) + static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; + ImFontConfig config; + config.MergeMode = true; + io.Fonts->AddFontDefault(); + io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs + + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. + + // Add default Japanese ranges + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + + // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) + ImVector ranges; + ImFontGlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); + + All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 + by using the u8"hello" syntax. Specifying literal in your source code using a local code page + (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! + Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. + + Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). + The applications in examples/ are doing that. + Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). + You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. + Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for + the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. + + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), + and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use + any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. + - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. + - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API + lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. + Prefer using them over the old and awkward Combo()/ListBox() api. + - Generally for most high-level types you should be able to access the underlying data type. + You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). + - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass + to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. + Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. + Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those + are not configurable and not the same across implementations. + - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount + of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern + is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. + One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str + This is a small helper where you can instance strings with configurable local buffers length. Many game engines will + provide similar or better string helpers. + + Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. + (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) + Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. + - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display + contents behind or over every other imgui windows (one bg/fg drawlist per viewport). + - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create + your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. + + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". + (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) + - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) + This is the preferred solution for developer productivity. + In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple + and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect + to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. + Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. + - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends + the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. + - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate + for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing + for screen real-estate and precision. + + Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. + A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). + Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. + + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + A: You are probably mishandling the clipping rectangles in your render function. + Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + + Q: How can I help? + A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + and see how you want to help and can help! + - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. + - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. + - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). + + - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. + this is also useful to set yourself in the context of another window (to get/set other settings) + - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". + - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle + of a deep nested inner loop in your code. + - tip: you can call Render() multiple times (e.g for VR renders). + - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#include // vsnprintf, sscanf, printf +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_DOCKING_INI 0 // Save additional comments in .ini file (makes saving slower) + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#if __GNUC__ >= 8 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif +#endif + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) +static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. + +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); +static void FindHoveredWindow(); +static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); +static void CheckStacksSize(ImGuiWindow* window, bool write); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for IO functions +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); + +namespace ImGui +{ +static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingList(); +static void NavUpdateMoveResult(); +static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static inline void NavUpdateAnyRequestFlag(); +static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Misc +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void RenderOuterBorders(ImGuiWindow* window); +static void EndFrameDrawDimmedBackgrounds(); + +// Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void UpdateSelectWindowViewport(ImGuiWindow* window); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). +// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call +// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. +// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. +// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts, you can: +// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. +// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif + +static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; +static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in ImGui + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns + ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. + AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImFloor(WindowPadding * scale_factor); + WindowRounding = ImFloor(WindowRounding * scale_factor); + WindowMinSize = ImFloor(WindowMinSize * scale_factor); + ChildRounding = ImFloor(ChildRounding * scale_factor); + PopupRounding = ImFloor(PopupRounding * scale_factor); + FramePadding = ImFloor(FramePadding * scale_factor); + FrameRounding = ImFloor(FrameRounding * scale_factor); + ItemSpacing = ImFloor(ItemSpacing * scale_factor); + ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); + IndentSpacing = ImFloor(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); + ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); + GrabMinSize = ImFloor(GrabMinSize * scale_factor); + GrabRounding = ImFloor(GrabRounding * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); + DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f/60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; + LogFilename = "imgui_log.txt"; + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; + KeyRepeatDelay = 0.250f; + KeyRepeatRate = 0.050f; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingTabBarOnSingleWindows = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTextCursorBlink = true; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + + // Platform Functions + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + ClipboardUserData = NULL; + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + RenderDrawListsFn = NULL; +#endif + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseDragThreshold = 6.0f; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +void ImGuiIO::AddInputCharacter(ImWchar c) +{ + InputQueueCharacters.push_back(c); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c > 0 && c <= 0xFFFF) + InputQueueCharacters.push_back((ImWchar)c); + } +} + +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions) +//----------------------------------------------------------------------------- + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)toupper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (toupper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (toupper(*a) != toupper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + +//#define IMGUI_USE_STB_SPRINTF +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#include "imstb_sprintf.h" +#endif + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; +} + +FILE* ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) + const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; + const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; + ImVector buf; + buf.resize(filename_wsize + mode_wsize); + ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL); + ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL); + return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]); +#else + return fopen(filename, mode); +#endif +} + +// Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && file_open_mode); + if (out_file_size) + *out_file_size = 0; + + FILE* f; + if ((f = ImFileOpen(filename, file_open_mode)) == NULL) + return NULL; + + long file_size_signed; + if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) + { + fclose(f); + return NULL; + } + + size_t file_size = (size_t)file_size_signed; + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + fclose(f); + return NULL; + } + if (fread(file_data, 1, file_size, f) != file_size) + { + fclose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + fclose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +// Convert UTF-8 to 32-bits character, process single character input. +// Based on stb_from_utf8() from github.com/nothings/stb/ +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + unsigned int c = (unsigned int)-1; + const unsigned char* str = (const unsigned char*)in_text; + if (!(*str & 0x80)) + { + c = (unsigned int)(*str++); + *out_char = c; + return 1; + } + if ((*str & 0xe0) == 0xc0) + { + *out_char = 0xFFFD; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 2) return 1; + if (*str < 0xc2) return 2; + c = (unsigned int)((*str++ & 0x1f) << 6); + if ((*str & 0xc0) != 0x80) return 2; + c += (*str++ & 0x3f); + *out_char = c; + return 2; + } + if ((*str & 0xf0) == 0xe0) + { + *out_char = 0xFFFD; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 3) return 1; + if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3; + if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below + c = (unsigned int)((*str++ & 0x0f) << 12); + if ((*str & 0xc0) != 0x80) return 3; + c += (unsigned int)((*str++ & 0x3f) << 6); + if ((*str & 0xc0) != 0x80) return 3; + c += (*str++ & 0x3f); + *out_char = c; + return 3; + } + if ((*str & 0xf8) == 0xf0) + { + *out_char = 0xFFFD; // will be invalid but not end of string + if (in_text_end && in_text_end - (const char*)str < 4) return 1; + if (*str > 0xf4) return 4; + if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4; + if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below + c = (unsigned int)((*str++ & 0x07) << 18); + if ((*str & 0xc0) != 0x80) return 4; + c += (unsigned int)((*str++ & 0x3f) << 12); + if ((*str & 0xc0) != 0x80) return 4; + c += (unsigned int)((*str++ & 0x3f) << 6); + if ((*str & 0xc0) != 0x80) return 4; + c += (*str++ & 0x3f); + // utf-8 encodings of values used in surrogate pairs are invalid + if ((c & 0xFFFFF800) == 0xD800) return 4; + *out_char = c; + return 4; + } + *out_char = 0; + return 0; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + if (c < 0x10000) + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c >= 0xdc00 && c < 0xe000) + { + return 0; + } + if (c >= 0xd800 && c < 0xdc00) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + //else if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int dummy = 0; + return ImTextCharFromUtf8(&dummy, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c >= 0xdc00 && c < 0xe000) return 0; + if (c >= 0xd800 && c < 0xdc00) return 4; + return 3; +} + +int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_out = buf; + const char* buf_end = buf + buf_size; + while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_out++ = (char)c; + else + buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c); + } + *buf_out = 0; + return (int)(buf_out - buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILTIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f/255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f/360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col) +{ + float style_alpha = GImGui->Style.Alpha; + if (style_alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +static ImGuiStorage::Pair* LowerBound(ImVector& data, ImGuiID key) +{ + ImGuiStorage::Pair* first = data.Data; + ImGuiStorage::Pair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); + while (count > 0) + { + size_t count2 = count >> 1; + ImGuiStorage::Pair* mid = first + count2; + if (mid->key < key) + { + first = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return first; +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + struct StaticFunc + { + static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) + { + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; + if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1; + return 0; + } + }; + if (Data.Size > 1) + ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStorage::Pair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, Pair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStorage::Pair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, Pair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStorage::Pair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, Pair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStorage::Pair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, Pair(key, val)); + return; + } + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStorage::Pair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, Pair(key, val)); + return; + } + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStorage::Pair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, Pair(key, val)); + return; + } + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +{ + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } + else + { + InputBuf[0] = 0; + CountGrep = 0; + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(TextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(TextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + TextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (int i = 0; i != Filters.Size; i++) + { + TextRange& f = Filters[i]; + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (Filters[i].b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.empty()) + return true; + + if (text == NULL) + text = ""; + + for (int i = 0; i != Filters.Size; i++) + { + const TextRange& f = Filters[i]; + if (f.empty()) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.begin(), f.end()) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +// This is currently not as flexible/powerful as it should be, needs some rework (see TODO) +//----------------------------------------------------------------------------- + +static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a 4th step to display the last item in a regular manner. + ImGui::SetCursorPosY(pos_y); + ImGuiWindow* window = ImGui::GetCurrentWindow(); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (window->DC.CurrentColumns) + window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly +} + +// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +// Use case B: Begin() called from constructor with items_height>0 +// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. +void ImGuiListClipper::Begin(int count, float items_height) +{ + StartPosY = ImGui::GetCursorPosY(); + ItemsHeight = items_height; + ItemsCount = count; + StepNo = 0; + DisplayEnd = DisplayStart = -1; + if (ItemsHeight > 0.0f) + { + ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display + if (DisplayStart > 0) + SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor + StepNo = 2; + } +} + +void ImGuiListClipper::End() +{ + if (ItemsCount < 0) + return; + // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. + if (ItemsCount < INT_MAX) + SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + ItemsCount = -1; + StepNo = 3; +} + +bool ImGuiListClipper::Step() +{ + if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems) + { + ItemsCount = -1; + return false; + } + if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. + { + DisplayStart = 0; + DisplayEnd = 1; + StartPosY = ImGui::GetCursorPosY(); + StepNo = 1; + return true; + } + if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. + { + if (ItemsCount == 1) { ItemsCount = -1; return false; } + float items_height = ImGui::GetCursorPosY() - StartPosY; + IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically + Begin(ItemsCount-1, items_height); + DisplayStart++; + DisplayEnd++; + StepNo = 3; + return true; + } + if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + { + IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); + StepNo = 3; + return true; + } + if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. + End(); + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + } +} + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) +{ + ImGuiContext& g = *GImGui; + + const float h = g.FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f,+0.750f) * r; + b = ImVec2(-0.866f,-0.750f) * r; + c = ImVec2(+0.866f,-0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f,+0.000f) * r; + b = ImVec2(-0.750f,+0.866f) * r; + c = ImVec2(-0.750f,-0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + + g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); +} + +void ImGui::RenderBullet(ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); +} + +void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness*0.5f; + pos += ImVec2(thickness*0.25f, thickness*0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third*0.5f; + window->DrawList->PathLineTo(ImVec2(bx - third, by - third)); + window->DrawList->PathLineTo(ImVec2(bx, by)); + window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2)); + window->DrawList->PathStroke(col, false, thickness); +} + +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) + : DrawListInst(&context->DrawListSharedData) +{ + Name = ImStrdup(name); + ID = ImHashStr(name); + IDStack.push_back(ID); + Flags = FlagsPreviousFrame = ImGuiWindowFlags_None; + Viewport = NULL; + ViewportId = 0; + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + Pos = ImVec2(0.0f, 0.0f); + Size = SizeFull = ImVec2(0.0f, 0.0f); + SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); + WindowPadding = ImVec2(0.0f, 0.0f); + WindowRounding = 0.0f; + WindowBorderSize = 0.0f; + NameBufLen = (int)strlen(name) + 1; + MoveId = GetID("#MOVE"); + ChildId = 0; + Scroll = ImVec2(0.0f, 0.0f); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + ScrollbarSizes = ImVec2(0.0f, 0.0f); + ScrollbarX = ScrollbarY = false; + ViewportOwned = false; + Active = WasActive = false; + WriteAccessed = false; + Collapsed = false; + WantCollapseToggle = false; + SkipItems = false; + Appearing = false; + Hidden = false; + HasCloseButton = false; + ResizeBorderHeld = -1; + BeginCount = 0; + BeginOrderWithinParent = -1; + BeginOrderWithinContext = -1; + PopupId = 0; + AutoFitFramesX = AutoFitFramesY = -1; + AutoFitOnlyGrows = false; + AutoFitChildAxises = 0x00; + AutoPosLastDirection = ImGuiDir_None; + HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + + LastFrameActive = -1; + LastFrameJustFocused = -1; + ItemWidthDefault = 0.0f; + FontWindowScale = FontDpiScale = 1.0f; + SettingsIdx = -1; + + DrawList = &DrawListInst; + DrawList->_OwnerName = Name; + ParentWindow = NULL; + RootWindow = NULL; + RootWindowDockStop = NULL; + RootWindowForTitleBarHighlight = NULL; + RootWindowForNav = NULL; + + NavLastIds[0] = NavLastIds[1] = 0; + NavRectRel[0] = NavRectRel[1] = ImRect(); + NavLastChildNavWindow = NULL; + + DockNode = DockNodeAsHost = NULL; + DockId = 0; + DockTabItemStatusFlags = ImGuiItemStatusFlags_None; + DockOrder = -1; + DockIsActive = DockTabIsVisible = DockTabWantClose = false; +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + for (int i = 0; i != ColumnsStorage.Size; i++) + ColumnsStorage[i].~ImGuiColumns(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGui::KeepAliveID(id); + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + return ImHashStr(str, str_end ? (str_end - str) : 0, seed); +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&ptr, sizeof(void*), seed); +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + ImGui::KeepAliveID(id); + return id; +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + if (window) + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::SetNavID(ImGuiID id, int nav_layer) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressed = false; + g.ActiveIdHasBeenEdited = false; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowNavDirFlags = 0; + g.ActiveIdBlockNavInputFlags = 0; + g.ActiveIdAllowOverlap = false; + g.ActiveIdWindow = window; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } +} + +// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavId = id; + g.NavWindow = window; + g.NavLayer = nav_layer; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEdited = true; + g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; +} + +static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindow != g.MovingWindow->RootWindow) + return false; + + return true; +} + +// Advance cursor given item size for layout. +void ImGui::ItemSize(const ImVec2& size, float text_offset_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Always align ourselves on pixel boundaries + const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y); + const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y); + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.PrevLineTextBaseOffset = text_base_offset; + window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_offset_y) +{ + ItemSize(bb.GetSize(), text_offset_y); +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (id != 0) + { + // Navigation processing runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. + // it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) + window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + } + + window->DC.LastItemId = id; + window->DC.LastItemRect = bb; + window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id, false); + if (is_clipped) + return false; + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (IsMouseHoveringRect(bb.Min, bb.Max)) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight) + return IsItemFocused(); + + // Test for bounding box overlap, as updated as ItemAdd() + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function + + // Test if we are hovering the right window (our window could be behind another window) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. + // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. + //if (g.HoveredWindow != window) + // return false; + if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) + return false; + + // Test if another item is active (e.g. being dragged) + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) + return false; + + // Test if the item is disabled + if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if ((window->DC.LastItemId == window->ID || window->DC.LastItemId == window->MoveId) && window->WriteAccessed) + return false; + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + return false; + if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) + return false; + + SetHoveredID(id); + return true; +} + +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || id != g.ActiveId) + if (clip_even_when_logged || !g.LogEnabled) + return true; + return false; +} + +// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. +bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Increment counters + const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + window->DC.FocusCounterAll++; + if (is_tab_stop) + window->DC.FocusCounterTab++; + + // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. + // (Note that we can always TAB out of a widget that doesn't allow tabbing in) + if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) + { + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. + } + + // Handle focus requests + if (g.FocusRequestCurrWindow == window) + { + if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll) + return true; + if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab) + { + g.NavJustTabbedId = id; + return true; + } + + // If another item is about to be focused, we clear our own active id + if (g.ActiveId == id) + ClearActiveID(); + } + + return false; +} + +void ImGui::FocusableItemUnregister(ImGuiWindow* window) +{ + window->DC.FocusCounterAll--; + window->DC.FocusCounterTab--; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiWindow* window = GImGui->CurrentWindow; + if (wrap_pos_x == 0.0f) + wrap_pos_x = GetWorkRectMax().x; + else if (wrap_pos_x > 0.0f) + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations++; + return GImAllocatorAllocFunc(size, GImAllocatorUserData); +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ + if (ptr) + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations--; + return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); +} + +const char* ImGui::GetClipboardText() +{ + return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + if (GImGui->IO.SetClipboardTextFn) + GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures thanwhat imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + if (GImGui == NULL) + SetCurrentContext(ctx); + Initialize(ctx); + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + if (ctx == NULL) + ctx = GImGui; + Shutdown(ctx); + if (GImGui == ctx) + SetCurrentContext(NULL); + IM_DELETE(ctx); +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]->DrawDataP.Valid ? &g.Viewports[0]->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); // [Bruno] removed test >= 0 (unsigned int) + ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->DrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount) + { + draw_list->Clear(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + draw_list->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetBackgroundDrawList(window->Viewport); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetForegroundDrawList(window->Viewport); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + moving_window->Viewport->Pos = pos; + } + FocusWindow(g.MovingWindow); + } + else + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + + ClearActiveID(); + g.MovingWindow = NULL; + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate moving window, handle left-click and right-click focus +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + // Initiate moving window + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click to focus window and start moving (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + if (g.HoveredRootWindow != NULL) + { + StartMouseMovingWindow(g.HoveredWindow); + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar) || g.HoveredWindow->RootWindowDockStop->DockIsActive)) + if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + } + else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the front most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetFrontMostPopupModal(); + bool hovered_window_above_modal = false; + if (modal == NULL) + hovered_window_above_modal = true; + for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window == modal) + break; + if (window == g.HoveredWindow) + hovered_window_above_modal = true; + } + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerMainRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.LastItemRect.Translate(delta); + window->DC.LastItemDisplayRect.Translate(delta); +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + window->SizeContents = ImFloor(window->SizeContents * scale); +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&g.IO.MousePos)) + g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) + g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + else + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + g.IO.MousePosPrev = g.IO.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; + g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; + g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; + g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; + g.IO.MouseDoubleClicked[i] = false; + if (g.IO.MouseClicked[i]) + { + if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) + g.IO.MouseDoubleClicked[i] = true; + g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click + } + else + { + g.IO.MouseClickedTime[i] = g.Time; + } + g.IO.MouseClickedPos[i] = g.IO.MousePos; + g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; + g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (g.IO.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + } + if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) + g.IO.MouseDownWasDoubleClick[i] = false; + if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + g.NavDisableMouseHover = false; + } +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + if (!g.HoveredWindow || g.HoveredWindow->Collapsed) + return; + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + return; + ImGuiWindow* window = g.HoveredWindow; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + window->Pos = ImFloor(window->Pos + offset); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow) + window = window->ParentWindow; + const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl) + { + ImVec2 max_step = (window->ContentsRegionRect.GetSize() + window->WindowPadding * 2.0f) * 0.67f; + + // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally) + if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) + { + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y)); + SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step); + } + else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) + { + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); + SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step); + } + + // Horizontal Mouse Wheel Scrolling (for hardware that supports it) + if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) + { + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); + SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step); + } + } +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + FindHoveredWindow(); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); + + // Modal windows prevents cursor from hovering behind them. + ImGuiWindow* modal_window = GetFrontMostPopupModal(); + if (modal_window) + if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Disabled mouse? + if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. + int mouse_earliest_button_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + { + if (g.IO.MouseClicked[i]) + g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); + mouse_any_down |= g.IO.MouseDown[i]; + if (g.IO.MouseDown[i]) + if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) + mouse_earliest_button_down = i; + } + const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) + if (g.WantCaptureMouseNextFrame != -1) + g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + else + g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + if (g.WantCaptureKeyboardNextFrame != -1) + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + for (int n = 0; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + + // Perform simple check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only recently added in 1.60 WIP) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + + // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function! +#endif + } + else + { + // Disable feature, our back-ends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; + (void)mon; // [Bruno] silence a warning + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor bounds not setup properly."); + IM_ASSERT(mon.WorkSize.x > 0.0f && mon.WorkSize.y > 0.0f && "Monitor bounds not setup properly. If you don't have work area information, just copy Min/Max into them."); + IM_ASSERT(mon.DpiScale != 0.0f); + } + } + + // Load settings on first frame (if not explicitly loaded manually before) + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } + + g.Time += g.IO.DeltaTime; + g.FrameScopeActive = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.ConfigFlagsForFrame = g.IO.ConfigFlags; + + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + virtual_space.Add(g.Viewports[n]->GetRect()); + g.DrawListSharedData.ClipRectFullscreen = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawData = NULL; + viewport->DrawDataP.Clear(); + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // Clear reference to active widget if the widget isn't alive anymore + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; + g.ActiveIdIsAlive = 0; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) + g.TempInputTextId = 0; + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSourceOrTarget = false; + + // Update keyboard input state + memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) + g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Update gamepad/keyboard directional navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextUpdateUndocking(&g); + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + g.PlatformImePosViewport = NULL; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Pressing TAB activate widget focus + g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); + if (g.ActiveId == 0 && g.FocusTabPressed) + { + // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also + // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. + g.FocusRequestNextWindow = g.NavWindow; + g.FocusRequestNextCounterAll = INT_MAX; + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0; + } + + // Turn queued focus request into current one + g.FocusRequestCurrWindow = NULL; + g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX; + if (g.FocusRequestNextWindow != NULL) + { + ImGuiWindow* window = g.FocusRequestNextWindow; + g.FocusRequestCurrWindow = window; + if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1) + g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1); + if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1) + g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1); + g.FocusRequestNextWindow = NULL; + g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX; + } + + g.NavIdTabCounter = INT_MAX; + + // Mark all windows as not visible + IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; + window->WriteAccessed = false; + } + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + ClosePopupsOverWindow(g.NavWindow, false); + + // Docking + DockContextUpdateDocking(&g); + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. + SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + g.FrameScopePushedImplicitWindow = true; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PostNewFrame(&g); +#endif +} + +void ImGui::Initialize(ImGuiContext* context) +{ + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; + ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; + ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + g.Viewports.push_back(viewport); + g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame) + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + + // Extensions + IM_ASSERT(g.DockContext == NULL); + DockContextInitialize(&g); + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown(ImGuiContext* context) +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *context; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + + // Cleanup of other data are conditional on actually having initialized ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + { + ImGuiContext* backup_context = GImGui; + SetCurrentContext(context); + SaveIniSettingsToDisk(g.IO.IniFilename); + SetCurrentContext(backup_context); + } + + // Destroy platform windows + ImGuiContext* backup_context = ImGui::GetCurrentContext(); + SetCurrentContext(context); + DestroyPlatformWindows(); + SetCurrentContext(backup_context); + + // Shutdown extensions + IM_ASSERT(g.DockContext != NULL); + DockContextShutdown(&g); + + // Clear everything else + for (int i = 0; i < g.Windows.Size; i++) + IM_DELETE(g.Windows[i]); + g.Windows.clear(); + g.WindowsFocusOrder.clear(); + g.WindowsSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + g.ColorModifiers.clear(); + g.StyleModifiers.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + for (int i = 0; i < g.Viewports.Size; i++) + IM_DELETE(g.Viewports[i]); + g.Viewports.clear(); + g.PrivateClipboard.clear(); + g.InputTextState.ClearFreeMemory(); + + for (int i = 0; i < g.SettingsWindows.Size; i++) + IM_DELETE(g.SettingsWindows[i].Name); + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile && g.LogFile != stdout) + { + fclose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + + g.Initialized = false; +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + if (count > 1) + ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.empty()) + return; + + // Remove trailing command if unused + ImDrawCmd& last_cmd = draw_list->CmdBuffer.back(); + if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL) + { + draw_list->CmdBuffer.pop_back(); + if (draw_list->CmdBuffer.empty()) + return; + } + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. + // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. + // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API. + // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (int i = 0; i < window->DC.ChildWindows.Size; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); + } +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static void AddRootWindowToDrawData(ImGuiWindow* window) +{ + int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; + AddWindowToDrawData(window, layer); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) +{ + ImDrawData* draw_data = &viewport->DrawDataP; + viewport->DrawData = draw_data; // Make publicly accessible + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + draw_data->CmdListsCount = draw_lists->Size; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; + draw_data->FramebufferScale = ImGui::GetIO().DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->OwnerViewport = viewport; + for (int n = 0; n < draw_lists->Size; n++) + { + draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + } +} + +// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + +static void ImGui::EndFrameDrawDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + + // Draw modal whitening background on _other_ viewports than the one the modal is one + ImGuiWindow* modal_window = GetFrontMostPopupModal(); + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL); + if (dim_bg_for_modal || dim_bg_for_window_list) + for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_n]; + if (modal_window && viewport == modal_window->Viewport) + continue; + if (g.NavWindowingList && viewport == g.NavWindowingList->Viewport) + continue; + if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } + + // Draw modal whitening background between CTRL-TAB list + if (dim_bg_for_window_list) + { + // Choose a draw list that will be front-most across all our children + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindow)->DrawList; + draw_list->PushClipRectFullScreen(); + + // Docking: draw modal whitening background on other nodes of a same dock tree + if (window->RootWindowDockStop->DockIsActive) + if (window->RootWindow != window->RootWindowDockStop) + RenderRectFilledWithHole(draw_list, window->RootWindow->Rect(), window->RootWindowDockStop->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding); + + // Draw navigation selection/windowing rectangle border + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(window->Viewport->GetRect())) // If a window fits the entire viewport, adjust its highlight inward + { + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + draw_list->PopClipRect(); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. + return; + IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); + + // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.PlatformIO.Platform_SetImeInputPos && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f)) + if (g.PlatformImePosViewport && g.PlatformImePosViewport->PlatformWindowCreated) + { + g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos); + g.PlatformImeLastPos = g.PlatformImePos; + g.PlatformImePosViewport = NULL; + } + + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING + End(); + } + else + { + IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.FrameScopePushedImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Draw modal whitening background on _other_ viewports than the one the modal is one + EndFrameDrawDimmedBackgrounds(); + + // Show CTRL+TAB list window + if (g.NavWindowingTarget) + NavUpdateWindowingList(); + + SetCurrentViewport(NULL, NULL); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount) + { + g.DragDropWithinSourceOrTarget = true; + SetTooltip("..."); + g.DragDropWithinSourceOrTarget = false; + } + + // End frame + g.FrameScopeActive = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because childs may not exist yet + g.WindowsSortBuffer.resize(0); + g.WindowsSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); + g.Windows.swap(g.WindowsSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); +} + +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + g.FrameCountRendered = g.FrameCount; + + // Gather ImDrawList to render (for each active window) + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + for (int n = 0; n != g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.Clear(); + if (viewport->DrawLists[0] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + ImGuiWindow* windows_to_render_front_most[2]; + windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++) + if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window + AddRootWindowToDrawData(windows_to_render_front_most[n]); + + // Draw software mouse cursor if requested + if (g.IO.MouseDrawCursor) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.FlattenIntoSingleLayer(); + if (viewport->DrawLists[1] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; + g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; + } + + // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.Viewports[0]->DrawData->CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) + g.IO.RenderDrawListsFn(g.Viewports[0]->DrawData); +#endif +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + text_size.x = (float)(int)(text_size.x + 0.95f); + + return text_size; +} + +// Helper to calculate coarse clipping of large list of evenly sized items. +// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. +// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRectScreen); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() +{ + ImGuiContext& g = *GImGui; + + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; + if (g.MovingWindow) + g.MovingWindow->Viewport = g.MouseViewport; + + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize_from_edges); + if (!bb.Contains(g.IO.MousePos)) + continue; + + if (window->HitTestHoleSize.x != 0) + { + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + ImRect hole_bb((float)(window->HitTestHoleOffset.x), (float)(window->HitTestHoleOffset.y), + (float)(window->HitTestHoleOffset.x + window->HitTestHoleSize.x), (float)(window->HitTestHoleOffset.y + window->HitTestHoleSize.y)); + if (hole_bb.Contains(g.IO.MousePos - window->Pos)) + continue; + } + + if (hovered_window == NULL) + hovered_window = window; + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; + + if (g.MovingWindow) + g.MovingWindow->Viewport = moving_window_viewport; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + if (!g.MouseViewport->GetRect().Overlaps(rect_clipped)) + return false; + return true; +} + +int ImGui::GetKeyIndex(ImGuiKey imgui_key) +{ + IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); + return GImGui->IO.KeyMap[imgui_key]; +} + +// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! +bool ImGui::IsKeyDown(int user_key_index) +{ + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); + return GImGui->IO.KeysDown[user_key_index]; +} + +int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) +{ + if (t == 0.0f) + return 1; + if (t <= repeat_delay || repeat_rate <= 0.0f) + return 0; + const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); + return (count > 0) ? count : 0; +} + +int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + if (key_index < 0) + return 0; + IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[key_index]; + return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); +} + +bool ImGui::IsKeyPressed(int user_key_index, bool repeat) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) + return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + const float t = g.IO.KeysDownDuration[user_key_index]; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsKeyReleased(int user_key_index) +{ + ImGuiContext& g = *GImGui; + if (user_key_index < 0) return false; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; +} + +bool ImGui::IsMouseDown(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +bool ImGui::IsMouseClicked(int button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + + if (repeat && t > g.IO.KeyRepeatDelay) + { + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); + if (amount > 0) + return true; + } + + return false; +} + +bool ImGui::IsMouseReleased(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDoubleClicked[button]; +} + +bool ImGui::IsMouseDragging(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +ImVec2 ImGui::GetMousePos() +{ + return GImGui->IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(int button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + return GImGui->MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + GImGui->MouseCursor = cursor_type; +} + +void ImGui::CaptureKeyboardFromApp(bool capture) +{ + GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; +} + +void ImGui::CaptureMouseFromApp(bool capture) +{ + GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + return g.ActiveId == window->DC.LastItemId; + } + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + { + ImGuiWindow* window = g.CurrentWindow; + if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + return true; + } + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); +} + +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (window->DC.LastItemId == window->ID && window->WriteAccessed) + return false; + + return true; +} + +bool ImGui::IsItemClicked(int mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; +} + +bool ImGui::IsItemVisible() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ClipRect.Overlaps(window->DC.LastItemRect); +} + +bool ImGui::IsItemEdited() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId == g.CurrentWindow->DC.LastItemId) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == g.CurrentWindow->DC.LastItemId) + g.ActiveIdAllowOverlap = true; +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.LastItemRect.GetSize(); +} + +static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_NoDocking; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + SetNextWindowSize(size); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + char title[256]; + if (name) + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + + const float backup_border_size = g.Style.ChildBorderSize; + if (!border) + g.Style.ChildBorderSize = 0.0f; + bool ret = Begin(title, NULL, flags); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; +} + +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); + ItemSize(sz); + if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + } +} + +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; +} + +void ImGui::EndChildFrame() +{ + EndChild(); +} + +// Save and compare stack sizes on Begin()/End() to detect usage errors +static void CheckStacksSize(ImGuiWindow* window, bool write) +{ + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + ImGuiContext& g = *GImGui; + short* p_backup = &window->DC.StackSizesBackup[0]; + { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() + { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() + { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() + { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() + { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() + IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = settings->ViewportPos; + } + else + { + window->ViewportPos = main_viewport->Pos; + } + window->Pos = ImFloor(settings->Pos + window->ViewportPos); + window->Collapsed = settings->Collapsed; + if (ImLengthSqr(settings->Size) > 0.00001f) + size = ImFloor(settings->Size); + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; + } + window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size); + window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + g.WindowsFocusOrder.push_back(window); + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + return window; +} + +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +{ + ImGuiContext& g = *GImGui; + if (g.NextWindowData.SizeConstraintCond != 0) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = ImFloor(new_size.x); + new_size.y = ImFloor(new_size.y); + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; +} + +static ImVec2 CalcSizeContents(ImGuiWindow* window) +{ + if (window->Collapsed) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + return window->SizeContents; + if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + return window->SizeContents; + + ImVec2 sz; + sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x)); + sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y)); + return sz + window->WindowPadding; +} + +static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_contents; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); + + ImVec2 avail_size = window->Viewport->Size; + if (window->ViewportOwned) + avail_size = ImVec2(FLT_MAX, FLT_MAX); + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; + ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); + if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) + size_auto_fit.y += style.ScrollbarSize; + if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +{ + ImVec2 size_contents = CalcSizeContents(window); + return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); +} + +float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) +{ + return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); +} + +float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) +{ + return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +{ + ImGuiContext& g = *GImGui; + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); + } + if (window->ScrollTarget.y < FLT_MAX) + { + // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) + target_y = 0.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->SizeContents.y; + scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y); + } + scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, ImGui::GetWindowScrollMaxX(window)); + scroll.y = ImMin(scroll.y, ImGui::GetWindowScrollMaxY(window)); + } + return scroll; +} + +static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) +{ + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; + +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right + { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left + { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left + { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) rect.Max -= ImVec2(1,1); + if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top + if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right + if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom + if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left + IM_ASSERT(0); + return ImRect(); +} + +// Handle resize for: Resize Grips, Borders, Gamepad +static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return; + + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + bool hovered, held; + ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcSizeAfterConstraint(window, size_auto_fit); + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); + } + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); + ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) + { + g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) + *border_held = border_n; + } + if (held) + { + ImVec2 border_target = window->Pos; + ImVec2 border_posn; + if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top + if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right + if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom + if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left + CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + } + } + PopID(); + + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + { + window->SizeFull = size_target; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + // Resize nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + + window->Size = window->SizeFull; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; + window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); +} + +static void ImGui::RenderOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + struct ImGuiResizeBorderDef + { + ImVec2 InnerDir; + ImVec2 CornerPosN1, CornerPosN2; + float OuterAngle; + }; + static const ImGuiResizeBorderDef resize_border_def[4] = + { + { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top + { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right + { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom + { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left + }; + const ImGuiResizeBorderDef& def = resize_border_def[border_held]; + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI*0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowDockStop = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + { + window->RootWindow = parent_window->RootWindow; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindowDockStop = parent_window->RootWindowDockStop; + } + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// Push a new ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + const bool window_is_fallback = (g.CurrentWindowStack.Size == 0); + if (window_just_created) + { + ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + window = CreateNewWindow(name, size_on_first_use, flags); + } + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + + // Update the Appearing flag + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.DockCond) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && g.IO.ConfigDockingTabBarOnSingleWindows && !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) && !window_is_fallback; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + } + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindowStack.push_back(window); + g.CurrentWindow = NULL; + CheckStacksSize(window, true); + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) + window->NavLastIds[0] = 0; + + // Process SetNextWindow***() calls + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.PosCond) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.SizeCond) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.ContentSizeCond) + { + // Adjust passed "client size" to become a "window size" + window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; + if (window->SizeContentsExplicit.y != 0.0f) + window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); + } + else if (first_begin_of_the_frame) + { + window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); + } + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.CollapsedCond) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.FocusCond) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + UpdateWindowParentAndRootLinks(window, flags, parent_window); + + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); + window->IDStack.resize(1); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + window->SizeContents = CalcSizeContents(window); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->SizeContents = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. + + UpdateSelectWindowViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + flags = window->Flags; + + // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + else + window->WindowPadding = style.WindowPadding; + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + MarkIniSettingsDirty(window); + FocusWindow(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); + ImVec2 size_full_modified(FLT_MAX, FLT_MAX); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + window->SizeFull.x = size_full_modified.x = size_auto_fit.x; + if (!window_size_y_set_by_api) + window->SizeFull.y = size_full_modified.y = size_auto_fit.y; + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // SCROLLBAR STATUS + + // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied + float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; + float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) + if (!window->Viewport->GetRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + bool viewport_rect_changed = false; + if (window->ViewportOwned) + { + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + window->Pos = window->Viewport->Pos; + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + window->Size = window->SizeFull = window->Viewport->Size; + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + ImGuiViewportFlags viewport_flags = (window->Viewport->Flags) & ~(ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration); + const bool is_short_lived_floating_window = (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if (g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + // We don't default to the main viewport because. + if (window->WindowClass.ParentViewportId) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; + if (window->WindowClass.ViewportFlagsOverrideMask) + viewport_flags = (viewport_flags & ~window->WindowClass.ViewportFlagsOverrideMask) | (window->WindowClass.ViewportFlagsOverrideValue & window->WindowClass.ViewportFlagsOverrideMask); + + // We also tell the back-end that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + window->Viewport->Flags = viewport_flags; + } + + // Clamp position so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + ImRect viewport_rect = window->Viewport->GetRect(); + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + { + ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + ClampWindowRect(window, viewport_rect, clamp_padding); + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (window->Viewport->PlatformMonitor == -1) + { + // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport + SetWindowPos(window, g.Viewports[0]->Pos + style.DisplayWindowPadding, ImGuiCond_Always); + } + else + { + ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; + ClampWindowRect(window, ImRect(monitor.WorkPos, monitor.WorkPos + monitor.WorkSize), clamp_padding); + } + } + } + window->Pos = ImFloor(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + if (window->ViewportOwned) + window->WindowRounding = 0.0f; + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) + want_focus = true; + } + + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + + // [Bruno] HERE ? + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = { 0 }; + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + if (handle_borders_and_resize_grips && !window->Collapsed) + UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); + window->ResizeBorderHeld = (signed char)border_held; + + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + viewport_rect = window->Viewport->GetRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); + else + window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + + // DRAWING + + // Setup draw list and outer clipping rectangle + window->DrawList->Clear(); + window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); + else + PushClipRect(viewport_rect.Min, viewport_rect.Max, true); + + // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame) + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport)); + if (dim_bg_for_modal || dim_bg_for_window_list) + { + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); + } + + // Draw navigation selection/windowing rectangle background + if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) + { + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); + } + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + const ImRect title_bar_rect = window->TitleBarRect(); + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + if (window->ViewportOwned) + { + // No alpha + bg_col = (bg_col | IM_COL32_A_MASK); + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + float alpha = 1.0f; + if (g.NextWindowData.BgAlphaCond != 0) + alpha = g.NextWindowData.BgAlphaVal; + if (is_docking_transparent_payload) + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + if (alpha != 1.0f) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + g.NextWindowData.BgAlphaCond = 0; + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min+ImVec2(window_border_size,0), menu_bar_rect.Max-ImVec2(window_border_size,0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner) + if (window->DockNode && window->DockNode->IsHiddenTabBar() && !window->DockNode->IsNoTabBar()) + { + float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); + float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); + ImVec2 p = window->DockNode->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + bool hovered, held; + if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + window->DockNode->WantHiddenTabBarToggle = true; + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (window->DockNode->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderOuterBorders(window); + } + + // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. + window->SizeFullAtLastBegin = window->SizeFull; + + // Update various regions. Variables they depends on are set above in this function. + // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out. + window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); + window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); + window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); + + // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() + window->OuterRectClipped = window->Rect(); + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight(); + window->OuterRectClipped.ClipWith(window->ClipRect); + + // Inner rectangle + // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; + window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); + window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); + + // Inner clipping rectangle + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f); + window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; + window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.MenuBarAppending = false; + window->DC.ChildWindows.resize(0); + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1; + window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_; + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemFlagsStack.resize(0); + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + window->DC.CurrentColumns = NULL; + window->DC.TreeDepth = 0; + window->DC.TreeStoreMayJumpToParentOnPop = 0x00; + window->DC.StateStorage = &window->StateStorage; + window->DC.GroupStack.resize(0); + window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + + if ((flags & ImGuiWindowFlags_ChildWindow) && (window->DC.ItemFlags != parent_window->DC.ItemFlags)) + { + window->DC.ItemFlags = parent_window->DC.ItemFlags; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); + } + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); + } + + // Close from platform window + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + if (!window->DockIsActive || window->DockTabIsVisible) + { + window->Viewport->PlatformRequestClose = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. + //IMGUI_DEBUG_LOG("Window '%s' PlatformRequestClose\n", window->Name); + *p_open = false; + } + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + // Close & collapse button are on layer 1 (same as menus) and don't default focus + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Collapse button + if (!(flags & ImGuiWindowFlags_NoCollapse)) + if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos, NULL)) + window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function + + // Close button + if (p_open != NULL) + { + const float rad = g.FontSize * 0.5f; + if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1)) + *p_open = false; + } + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + ImRect text_r = title_bar_rect; + float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); + float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); + if (style.WindowTitleAlign.x > 0.0f) + pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); + text_r.Min.x += pad_left; + text_r.Max.x -= pad_right; + ImRect clip_rect = text_r; + clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() + RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); + } + } + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + if (g.ActiveId == move_id) + if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + LogToClipboard(); + */ + + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginAsDockableDragDropSource() also overwrites it. + if ((g.ActiveId == window->MoveId) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift)) + if ((window->Flags & ImGuiWindowFlags_NoMove) == 0) + if ((window->RootWindow->Flags & (ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking)) == 0) + BeginAsDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginAsDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindow != window) + if ((window == window->RootWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginAsDockableDragDropTarget(window); + } + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + if (window->DockIsActive) + { + window->DC.LastItemId = window->ID; + window->DC.LastItemStatusFlags = window->DockTabItemStatusFlags; + window->DC.LastItemRect = window->DockTabItemRect; + } + else + { + window->DC.LastItemId = window->MoveId; + window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; + window->DC.LastItemRect = title_bar_rect; + } + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); +#endif + } + else + { + // Append + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + } + + if (!(flags & ImGuiWindowFlags_DockNodeHost)) + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + if (first_begin_of_the_frame) + window->WriteAccessed = false; + + window->BeginCount++; + g.NextWindowData.Clear(); + + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + + // Completely hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) + window->HiddenFramesCanSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + + return !skip_items; +} + +// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) +{ + // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. + if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) + SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); + + // Old API feature: override the window background alpha with a parameter. + if (bg_alpha_override >= 0.0f) + SetNextWindowBgAlpha(bg_alpha_override); + + return Begin(name, p_open, flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + + if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) + { + IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); + return; // FIXME-ERRORHANDLING + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + ImGuiWindow* window = g.CurrentWindow; + + if (window->DC.CurrentColumns != NULL) + EndColumns(); + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle + PopClipRect(); + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + + // Pop from window stack + g.CurrentWindowStack.pop_back(); + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + CheckStacksSize(window, false); + SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WindowsFocusOrder.back() == window) + return; + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window + if (g.WindowsFocusOrder[i] == window) + { + memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); + g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + if (g.NavWindow != window) + { + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavInitRequest = false; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavIdIsAlive = false; + g.NavLayer = ImGuiNavLayer_Main; + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + } + + // Close popups if any + ClosePopupsOverWindow(window, false); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + if (window->DockNode && window->DockNode->TabBar) + window->DockNode->TabBar->SelectedTabId = window->DockNode->TabBar->NextSelectedTabId = window->ID; + + // Move the root window to the top of the pile + if (window->RootWindow) + window = window->RootWindow; + + // Steal focus on active widgets + if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it.. + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window) + ClearActiveID(); + + // Bring to front + BringWindowToFocusFront(window); + if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) + BringWindowToDisplayFront(window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +{ + ImGuiContext& g = *GImGui; + + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + int under_this_window_idx = FindWindowFocusIndex(under_this_window); + if (under_this_window_idx != -1) + start_idx = under_this_window_idx - 1; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + // FIXME-DOCKING: This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.NextItemWidth = item_width; +} + +void ImGui::PushItemWidth(float item_width) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiWindow* window = GetCurrentWindow(); + const ImGuiStyle& style = GImGui->Style; + const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components-1; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); +} + +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidthStack.pop_back(); + window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(), +// Then consume the +float ImGui::GetNextItemWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + float w; + if (window->DC.NextItemWidth != FLT_MAX) + { + w = window->DC.NextItemWidth; + window->DC.NextItemWidth = FLT_MAX; + } + else + { + w = window->DC.ItemWidth; + } + if (w < 0.0f) + { + float region_max_x = GetWorkRectMax().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = (float)(int)w; + return w; +} + +// Calculate item width *without* popping/consuming NextItemWidth if it was set. +// (rarely used, which is why we avoid calling this from GetNextItemWidth() and instead do a backup/restore here) +float ImGui::CalcItemWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + float backup_next_item_width = window->DC.NextItemWidth; + float w = GetNextItemWidth(); + window->DC.NextItemWidth = backup_next_item_width; + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == GetNextItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match GetNextItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetWorkRectMax(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; +} + +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (enabled) + window->DC.ItemFlags |= option; + else + window->DC.ItemFlags &= ~option; + window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags); +} + +void ImGui::PopItemFlag() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemFlagsStack.pop_back(); + window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back(); +} + +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); +} + +void ImGui::PopAllowKeyboardFocus() +{ + PopItemFlag(); +} + +void ImGui::PushButtonRepeat(bool repeat) +{ + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); +} + +void ImGui::PopButtonRepeat() +{ + PopItemFlag(); +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = wrap_pos_x; + window->DC.TextWrapPosStack.push_back(wrap_pos_x); +} + +void ImGui::PopTextWrapPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.pop_back(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + ImGuiColorMod& backup = g.ColorModifiers.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorModifiers.pop_back(); + count--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleModifiers.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleModifiers.back(); + const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleModifiers.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; + + if (flags & ImGuiHoveredFlags_AnyWindow) + { + if (g.HoveredWindow == NULL) + return false; + } + else + { + switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) + { + case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || g.HoveredWindow->RootWindowDockStop != g.CurrentWindow->RootWindowDockStop) + return false; + break; + case ImGuiHoveredFlags_RootWindow: + if (g.HoveredWindow != g.CurrentWindow->RootWindowDockStop) + return false; + break; + case ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + return false; + break; + default: + if (g.HoveredWindow != g.CurrentWindow) + return false; + break; + } + } + + if (!IsWindowContentHoverable(g.HoveredWindow, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + return false; + return true; +} + +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + + if (flags & ImGuiFocusedFlags_AnyWindow) + return g.NavWindow != NULL; + + IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() + switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) + { + case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && g.NavWindow->RootWindowDockStop == g.CurrentWindow->RootWindowDockStop; + case ImGuiFocusedFlags_RootWindow: + return g.NavWindow == g.CurrentWindow->RootWindowDockStop; + case ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); + default: + return g.NavWindow == g.CurrentWindow; + } +} + +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->Active && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. + window->Scroll.x = new_scroll_x; + window->DC.CursorMaxPos.x -= window->Scroll.x; +} + +void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. + window->Scroll.y = new_scroll_y; + window->DC.CursorMaxPos.y -= window->Scroll.y; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImFloor(pos); + window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + if (size.x > 0.0f) + { + window->AutoFitFramesX = 0; + window->SizeFull.x = ImFloor(size.x); + } + else + { + window->AutoFitFramesX = 2; + window->AutoFitOnlyGrows = false; + } + if (size.y > 0.0f) + { + window->AutoFitFramesY = 0; + window->SizeFull.y = ImFloor(size.y); + } + else + { + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +static void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih((short)size.x, (short)size.y); + window->HitTestHoleOffset = ImVec2ih((short)(pos.x - window->Pos.x), (short)(pos.y - window->Pos.y)); +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::SetNextWindowPosCenter(ImGuiCond cond) +{ + ImGuiViewport* viewport = ImGui::GetMainViewport(); + SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, cond, ImVec2(0.5f, 0.5f)); + SetNextWindowViewport(viewport->ID); +} +#endif + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. + g.NextWindowData.ContentSizeCond = ImGuiCond_Always; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.BgAlphaVal = alpha; + g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) +} + +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.ViewportCond = ImGuiCond_Always; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.WindowClass = *window_class; +} + +// FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns) + mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetWorkRectMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImVec2 mx = window->ContentsRegionRect.Max; + if (window->DC.CurrentColumns) + mx.x = window->Pos.x + GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetWorkRectMax() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ContentsRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ContentsRegionRect.Max - window->Pos; +} + +float ImGui::GetWindowContentRegionWidth() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->ContentsRegionRect.GetWidth(); +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL); + return g.CurrentViewport->DpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +float ImGui::GetScrollX() +{ + return GImGui->CurrentWindow->Scroll.x; +} + +float ImGui::GetScrollY() +{ + return GImGui->CurrentWindow->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + return GetWindowScrollMaxX(GImGui->CurrentWindow); +} + +float ImGui::GetScrollMaxY() +{ + return GetWindowScrollMaxY(GImGui->CurrentWindow); +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiWindow* window = GetCurrentWindow(); + float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + SetScrollFromPosY(target_y, center_y_ratio); +} + +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; +} + +void ImGui::SetKeyboardFocusHere(int offset) +{ + IM_ASSERT(offset >= -1); // -1 is allowed but not below + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusRequestNextWindow = window; + g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset; + g.FocusRequestNextCounterTab = INT_MAX; +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + { + g.NavInitRequest = false; + g.NavInitResultId = g.NavWindow->DC.LastItemId; + g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + NavUpdateAnyRequestFlag(); + if (!IsItemVisible()) + SetScrollHereY(); + } +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id)); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end)); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); +} + +void ImGui::PushID(int int_id) +{ + const void* ptr_id = (void*)(intptr_t)int_id; + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.push_back(id); +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; + group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.AdvanceCursor = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = window->DC.GroupStack.back(); + + ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); + group_bb.Max = ImMax(group_bb.Min, group_bb.Max); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; + window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + + if (group_data.AdvanceCursor) + { + window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize(), 0.0f); + ItemAdd(group_bb, 0); + } + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // (and if you grep for LastItemId you'll notice it is only used in that context. + if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) + window->DC.LastItemId = g.ActiveId; + else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) + window->DC.LastItemId = g.ActiveIdPreviousFrame; + window->DC.LastItemRect = group_bb; + + window->DC.GroupStack.pop_back(); + + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrentLineSize = window->DC.PrevLineSize; + window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + BeginTooltipEx(0, true); + } + else + { + BeginTooltipEx(0, false); + } +} + +// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) +{ + ImGuiContext& g = *GImGui; + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (override_previous_tooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesCanSkipItems = 1; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + BeginTooltip(); + else + BeginTooltipEx(0, true); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +bool ImGui::IsPopupOpen(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; +} + +bool ImGui::IsPopupOpen(const char* str_id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); +} + +ImGuiWindow* ImGui::GetFrontMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_id)); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + int current_stack_size = g.BeginPopupStack.Size; + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.SourceWindow = g.NavWindow; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + g.OpenPopupStack.resize(current_stack_size + 1); + g.OpenPopupStack[current_stack_size] = popup_ref; + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id); + return true; + } + return false; +} + +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.empty()) + return; + + // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) + bool popup_or_descendent_is_ref_window = false; + for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + if (popup_window->RootWindow == ref_window->RootWindow) + popup_or_descendent_is_ref_window = true; + if (!popup_or_descendent_is_ref_window) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == 0 && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id)) + { + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (extra_flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id)) + { + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + return false; + } + + // Center modal windows by default + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if (g.NextWindowData.PosCond == 0) + SetNextWindowPos(window->Viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy. + NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); + + End(); +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// You can pass a NULL str_id to use the identifier of the last item. +bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) +{ + if (!str_id) + str_id = "window_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (also_over_items || !IsAnyItemHovered()) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) +{ + if (!str_id) + str_id = "void_context"; + ImGuiID id = GImGui->CurrentWindow->GetID(str_id); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Default popup policy + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + if (avail_w < size.x || avail_h < size.y) + continue; + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + *last_dir = dir; + return pos; + } + + // Fallback, try to keep within display + *last_dir = ImGuiDir_None; + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + r_screen.Min = window->Viewport->Pos; + r_screen.Max = window->Viewport->Pos + window->Viewport->Size; + } + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + ImGuiWindow* parent_window = window->ParentWindow; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_outer = GetWindowAllowedExtentRect(window); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + if (window->AutoPosLastDirection == ImGuiDir_None) + pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + return pos; + } + IM_ASSERT(0); + return window->Pos; +} + + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +{ + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + { + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else + { + r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); + r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); + } +} + +// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Contains(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + } + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + #endif + + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + if (quadrant == g.NavMoveDir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +{ + ImGuiContext& g = *GImGui; + //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. + // return; + + const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = nav_bb_rel; + } + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav))) + { + ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; +#if IMGUI_DEBUG_NAV_SCORING + // [DEBUG] Score all items in NavWindow at all times + if (!g.NavMoveRequest) + g.NavMoveDir = g.NavMoveDirLast; + bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; +#else + bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); +#endif + if (new_best) + { + result->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; + result->Window = window; + result->RectRel = nav_bb_rel; + } + + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) + { + result = &g.NavMoveResultLocalVisibleSet; + result->ID = id; + result->SelectScopeId = g.MultiSelectScopeId; + result->Window = window; + result->RectRel = nav_bb_rel; + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavIdIsAlive = true; + g.NavIdTabCounter = window->DC.FocusCounterTab; + window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + ImGui::NavMoveRequestCancel(); + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + g.NavMoveRequestFlags = move_flags; + g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; +} + +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0) + return; + IM_ASSERT(move_flags != 0); // No points calling this with no wrapping + ImRect bb_rel = window->NavRectRel[0]; + + ImGuiDir clip_dir = g.NavMoveDir; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(+bb_rel.GetHeight()); clip_dir = ImGuiDir_Down; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(+bb_rel.GetWidth()); clip_dir = ImGuiDir_Right; } + NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + } +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent_window = nav_window; + while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent_window = parent_window->ParentWindow; + if (parent_window && parent_window != nav_window) + parent_window->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; + return window; +} + +static void NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + g.NavLayer = layer; + if (layer == 0) + g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (g.NavWindow->NavLastIds[layer] != 0) + ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[layer], layer, g.NavWindow->NavRectRel[layer]); + else + ImGui::NavInitWindow(g.NavWindow, true); +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + bool init_for_nav = false; + if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) + if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + if (init_for_nav) + { + SetNavID(0, g.NavLayer); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + } +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + if (IsMousePosValid(&g.IO.MousePos)) + return g.IO.MousePos; + return g.LastValidMousePos; + } + else + { + // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. + const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; + ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImRect visible_rect = g.NavWindow->Viewport->GetRect(); + return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; +} + +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +{ + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; +} + +// Scroll to keep newly navigated item fully into view +// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. +static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +{ + ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + if (window_rect.Contains(item_rect)) + return; + + ImGuiContext& g = *GImGui; + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + { + window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + { + window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 1.0f; + } + if (item_rect.Min.y < window_rect.Min.y) + { + window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + else if (item_rect.Max.y >= window_rect.Max.y) + { + window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 1.0f; + } +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + g.IO.WantSetMousePos = false; +#if 0 + if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); +#endif + + // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) + bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active) + if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + g.NavInputSource = ImGuiInputSource_NavGamepad; + + // Update Keyboard->Nav inputs mapping + if (nav_keyboard_active) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); + if (g.IO.KeyCtrl) + g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) + g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + #undef NAV_MAP_KEY + } + memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) + g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + { + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + IM_ASSERT(g.NavWindow); + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + } + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveRequest) + NavUpdateMoveResult(); + + // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame + if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) + { + IM_ASSERT(g.NavMoveRequest); + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + g.NavDisableHighlight = false; + g.NavMoveRequestForward = ImGuiNavForward_None; + } + + // Apply application mouse position movement, after we had a chance to process move request result. + if (g.NavMousePosDirty && g.NavIdIsAlive) + { + // Set mouse position given our knowledge of the navigated item position from last frame + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + { + g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); + g.IO.WantSetMousePos = true; + } + } + g.NavMousePosDirty = false; + } + g.NavIdIsAlive = false; + g.NavJustTabbedId = 0; + IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + + // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + { + if (g.ActiveId != 0) + { + if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + ClearActiveID(); + } + else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, 0); + g.NavIdIsAlive = false; + if (g.NavDisableMouseHover) + g.NavMousePosDirty = true; + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else if (g.NavLayer != 0) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = 0; + } + } + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + g.NavActivateId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + g.NavInputId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + g.NavMoveRequest = false; + + // Process programmatic activation request + if (g.NavNextActivateId != 0) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + g.NavNextActivateId = 0; + + // Initiate directional inputs request + const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; + if (g.NavMoveRequestForward == ImGuiNavForward_None) + { + g.NavMoveDir = ImGuiDir_None; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; + if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + if ((allowed_dir_flags & (1<Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + { + if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) + SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) + { + SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + if (scroll_dir.y != 0.0f) + { + SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + } + + // Reset search results + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisibleSet.Clear(); + g.NavMoveResultOther.Clear(); + + // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items + if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) + { + ImGuiWindow* window = g.NavWindow; + ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); + if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + float pad = window->CalcFontSize() * 0.5f; + window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item + window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); + g.NavId = 0; + } + g.NavMoveFromClampedRefRect = false; + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); + g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0); + g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y); + g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); + g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; + IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + g.NavScoringCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +// Apply result from previous frame navigation directional move request +static void ImGui::NavUpdateMoveResult() +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + { + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (g.NavId != 0) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + } + return; + } + + // Select which result to use + ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) + result = &g.NavMoveResultLocalVisibleSet; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == 0) + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + NavScrollToBringItemIntoView(result->Window, rect_abs); + + // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); + ImVec2 delta_scroll = result->Window->Scroll - next_scroll; + result->RectRel.Translate(delta_scroll); + + // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). + if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) + NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + } + + ClearActiveID(); + g.NavWindow = result->Window; + if (g.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToMultiSelectScopeId = result->SelectScopeId; + } + SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); + g.NavMoveFromClampedRefRect = false; +} + +static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +{ + ImGuiContext& g = *GImGui; + if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) + { + ImGuiWindow* window = g.NavWindow; + bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); + bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); + if (page_up_held != page_down_held) // If either (not both) are pressed + { + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetWindowScrollY(window, window->Scroll.y - window->InnerMainRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetWindowScrollY(window, window->Scroll.y + window->InnerMainRect.GetHeight()); + } + else + { + const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerMainRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + return nav_scoring_rect_offset_y; + } + } + } + return 0.0f; +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) + if (g.WindowsFocusOrder[i] == window) + return i; + return -1; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetFrontMostPopupModal(); + if (modal_window != NULL) + { + g.NavWindowingTarget = NULL; + return; + } + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL-TAB or Square+L/R window selection + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + } + + // Gamepad update + g.NavWindowingTimer += g.IO.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (IsKeyPressedMap(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); + if (!g.IO.KeyCtrl) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB + if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + g.NavWindowingToggleLayer = true; + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) + apply_toggle_layer = true; + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well + g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; + g.NavDisableMouseHover = true; + MarkIniSettingsDirty(g.NavWindowingTarget); + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop)) + { + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window only has a menu layer, select it directly + if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + + // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. It however persist on docking tab tabs. + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[ImGuiNavLayer_Menu] = 0; + NavRestoreLayer(new_nav_layer); + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + if (window->DockNodeAsHost) + return "(Dock node)"; + return "(Untitled)"; +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingList() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingList == NULL) + g.NavWindowingList = FindWindowByName("###NavWindowingList"); + ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + +//----------------------------------------------------------------------------- +// [SECTION] COLUMNS +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//----------------------------------------------------------------------------- + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + PopItemWidth(); + PopClipRect(); + + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // New column (columns 1+ cancels out IndentX) + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; + window->DrawList->ChannelsSetCurrent(columns->Current); + } + else + { + // New row/line + window->DC.ColumnsOffset.x = 0.0f; + window->DrawList->ChannelsSetCurrent(0); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrentLineTextBaseOffset = 0.0f; + + PushColumnClipRect(); + PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->MaxX - columns->MinX); +} + +static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->MaxX - columns->MinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return OffsetNormToPixels(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + ImGuiID id = GetColumnsID(str_id, columns_count); + + // Acquire storage for the columns set + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + // Set state for first column + const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); + columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range + columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); + columns->BackupCursorPosY = window->DC.CursorPos.y; + columns->BackupCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize defaults + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(columns->Count); + PushColumnClipRect(); + } + PushItemWidth(GetColumnWidth() * 0.65f); +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } + + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->BackupCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + bool is_being_resized = false; + if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->BackupCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + 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)) + continue; + + bool hovered = false, held = false; + if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = (float)(int)x; + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +// Call when current ID is active. +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + int mouse_button = 0; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = window->DC.LastItemId; + if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case + return false; + if (g.IO.MouseDown[mouse_button] == false) + return false; + + if (source_id == 0) + { + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Early out + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); + bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + else + { + g.ActiveIdAllowOverlap = false; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSourceOrTarget = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesCanSkipItems = 1; + } + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSourceOrTarget = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindowUnderMovingWindow == NULL || window->RootWindow != g.HoveredWindowUnderMovingWindow->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + if (g.HoveredWindowUnderMovingWindow == NULL || window->RootWindow != g.HoveredWindowUnderMovingWindow->RootWindow) + return false; + + const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; + ImGuiID id = window->DC.LastItemId; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinSourceOrTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinSourceOrTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface < g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + { + // FIXME-DRAG: Settle on a proper default visuals for drop target. + r.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(r); + if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1)); + window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); + if (push_clip_rect) window->DrawList->PopClipRect(); + } + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSourceOrTarget); + g.DragDropWithinSourceOrTarget = false; +} + + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + if (g.LogFile) + vfprintf(g.LogFile, fmt, args); + else + g.LogBuffer.appendfv(fmt, args); + va_end(args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + g.LogLineFirstItem = true; + + const char* text_remaining = text; + if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. + // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_first_line = (line_start == text); + const bool is_last_line = (line_end == text_end); + if (!is_last_line || (line_start != line_end)) + { + const int char_count = (int)(line_end - line_start); + if (log_new_line || !is_first_line) + LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); + else if (g.LogLineFirstItem) + LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); + else + LogText(" %.*s", char_count, line_start); + g.LogLineFirstItem = false; + } + else if (log_new_line) + { + // An empty "" string at a different Y position should output a carriage return. + LogText(IM_NEWLINE); + break; + } + + if (is_last_line) + break; + text_remaining = line_end + 1; + } +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + FILE* f = ImFileOpen(filename, "ab"); + if (f == NULL) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: + fflush(g.LogFile); + break; + case ImGuiLogType_File: + fclose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); + const bool log_to_tty = Button("Log To TTY"); SameLine(); + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + g.SettingsWindows.push_back(ImGuiWindowSettings()); + ImGuiWindowSettings* settings = &g.SettingsWindows.back(); + settings->Name = ImStrdup(name); + settings->ID = ImHashStr(name); + return settings; +} + +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (int i = 0; i != g.SettingsWindows.Size; i++) + if (g.SettingsWindows[i].ID == id) + return &g.SettingsWindows[i]; + return NULL; +} + +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + char* buf = (char*)IM_ALLOC(ini_size + 1); + char* buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf[ini_size] = 0; + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + { + name_start = type_start; // Import legacy entries that have no type + type_start = "Window"; + } + else + { + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + } + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + IM_FREE(buf); + g.SettingsLoaded = true; + DockContextOnLoadSettings(&g); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + FILE* f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + fwrite(ini_data, sizeof(char), ini_data_size, f); + fclose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); + if (!settings) + settings = ImGui::CreateNewWindowSettings(name); + return (void*)settings; +} + +static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiContext& g = *ctx; + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + float x, y; + int i; + ImU32 u1; + if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) { settings->Pos = ImVec2(x, y); } + else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) { settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%f,%f", &x, &y) == 2) { settings->ViewportPos = ImVec2(x, y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } +} + +static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *imgui_ctx; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = window->Pos - window->ViewportPos; + settings->Size = window->SizeFull; + settings->ViewportId = window->ViewportId; + settings->ViewportPos = window->ViewportPos; + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; + settings->Collapsed = window->Collapsed; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve + for (int i = 0; i != g.SettingsWindows.Size; i++) + { + const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; + const char* name = settings->Name; + if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + name = p; + buf->appendf("[%s][%s]\n", handler->TypeName, name); + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", (int)settings->ViewportPos.x, (int)settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0.0f || settings->Pos.y != 0.0f || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); + if (settings->Size.x != 0.0f || settings->Size.y != 0.0f) + buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + // Write DockId as 4 digits if possible. Automatic DockId are small numbers, but full explicit DockSpace() are full ImGuiID range. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } + buf->appendf("\n"); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < g.Viewports.Size; n++) + if (g.Viewports[n]->ID == id) + return g.Viewports[n]; + return NULL; +} + +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) +{ + ImGuiContext& g = *GImGui; + for (int i = 0; i != g.Viewports.Size; i++) + if (g.Viewports[i]->PlatformHandle == platform_handle) + return g.Viewports[i]; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentViewport = viewport; + //IMGUI_DEBUG_LOG("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge && (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) == 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (!(viewport->Flags & (ImGuiViewportFlags_CanHostOtherWindows | ImGuiViewportFlags_Minimized)) || window->Viewport == viewport) + return false; + if (!viewport->GetRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window_behind = g.Windows[n]; + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (int i = 0; i != g.Windows.Size; i++) + if (g.Windows[i]->Viewport == viewport) + ScaleWindow(g.Windows[i], scale); + } +} + +// If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by back-end. +static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) + best_candidate = viewport; + } + return best_candidate; +} + +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (minimized) + viewport->Flags |= ImGuiViewportFlags_Minimized; + else + viewport->Flags &= ~ImGuiViewportFlags_Minimized; + } + } + + // Create/update main viewport with current platform position and size + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_platform_size = g.IO.DisplaySize; + if (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) + main_viewport_platform_pos = (main_viewport->Flags & ImGuiViewportFlags_Minimized) ? main_viewport->Pos : g.PlatformIO.Platform_GetWindowPos(main_viewport); + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, main_viewport_platform_size, ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + // Erase unused viewports + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + if (g.Windows[window_n]->Viewport == viewport) + { + g.Windows[window_n]->Viewport = NULL; + g.Windows[window_n]->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + g.Viewports.erase(g.Viewports.Data + n); + + // Destroy + //IMGUI_DEBUG_LOG("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_DELETE(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) + { + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + + UpdateViewportPlatformMonitor(viewport); + } + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate imgui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + ImVec2 viewport_delta = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta.x != 0.0f || viewport_delta.y != 0.0f)) + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + if (g.Windows[window_n]->Viewport == viewport || (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + TranslateWindow(g.Windows[window_n], viewport_delta); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + { + // Back-end failed at honoring its contract if it returned a viewport with the _NoInputs flag. + IM_ASSERT(0); + viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos); + } + } + else + { + // If the back-end doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + if (g.MovingWindow) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.MainViewport = g.Viewports[0]; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindow == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + if (!viewport->PlatformRequestMove) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + //IMGUI_DEBUG_LOG("Add Viewport %08X (%s)\n", id, window->Name); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the back-end + ImGuiViewportP* main_viewport = g.Viewports[0]; + if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if (!g.NextWindowData.ViewportCond) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + if (g.NextWindowData.ViewportCond) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + window->Viewport = window->ParentWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); + } + + // Fallback to default viewport + if (window->Viewport == NULL) + window->Viewport = main_viewport; + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + //IMGUI_DEBUG_LOG("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0])) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + //IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer back-ends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the back-end to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) + viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } + + // Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus != NULL) + { + ImGuiViewportP* focused_viewport = NULL; + for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + if (viewport->PlatformWindowCreated) + if (g.PlatformIO.Platform_GetWindowFocus(viewport)) + focused_viewport = viewport; + } + if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID) + { + if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) + focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; + g.PlatformLastFocusedViewport = focused_viewport->ID; + } + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_Minimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_Minimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first.. +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetRect()); +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the back-end can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (int i = 0; i < g.Viewports.Size; i++) + DestroyPlatformWindow(g.Viewports[i]); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace) +// Docking: Builder Functions +// Docking: Begin/End Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- + +static float IMGUI_DOCK_SPLITTER_SIZE = 2.0f; + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentID; + ImGuiID SelectedTabID; + signed char SplitAxis; + char Depth; + char IsDockSpace; + char IsCentralNode; + char IsHiddenTabBar; + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { ID = ParentID = SelectedTabID = 0; SplitAxis = ImGuiAxis_None; Depth = 0; IsDockSpace = IsCentralNode = IsHiddenTabBar = 0; } +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector SettingsNodes; + bool WantFullRebuild; + ImGuiDockContext() { WantFullRebuild = false; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + static void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_persistent_docking_refs); // Use root_id==0 to clear all + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static ImGuiID DockNodeUpdateTabListMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static ImRect DockNodeCalcTabBarRect(const ImGuiDockNode* node); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(g.DockContext == NULL); + g.DockContext = IM_NEW(ImGuiDockContext)(); + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); + IM_DELETE(g.DockContext); + g.DockContext = NULL; +} + +void ImGui::DockContextOnLoadSettings(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = ctx->DockContext; + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->SettingsNodes.Data, dc->SettingsNodes.Size); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_persistent_docking_references) +{ + IM_ASSERT(ctx == GImGui); + (void)ctx; // [Bruno] silence a warning + DockBuilderRemoveNodeDockedWindows(root_id, clear_persistent_docking_references); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +void ImGui::DockContextRebuild(ImGuiContext* ctx) +{ + //IMGUI_DEBUG_LOG("[docking] full rebuild\n"); + ImGuiDockContext* dc = ctx->DockContext; + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->SettingsNodes.Data, dc->SettingsNodes.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuild(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (int n = 0; n < dc->Requests.Size; n++) + { + ImGuiDockRequest* req = &dc->Requests[n]; + if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req->UndockTargetWindow); + else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode) + DockContextProcessUndockNode(ctx, req->UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Process Docking requests + for (int n = 0; n < dc->Requests.Size; n++) + if (dc->Requests[n].Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &dc->Requests[n]); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && !node->IsDockSpace()) + DockNodeUpdate(node); +} + +static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext->Nodes.GetVoidPtr(id); +} + +static ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCKING: This is suboptimal, even if the node count is small enough not to be a worry. We should poke in ctx->Nodes to find a suitable ID faster. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext->Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = ctx->DockContext; + + //printf("[%05d] RemoveNode 0x%04X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootID; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootID = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->SettingsNodes.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->SettingsNodes.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->SettingsNodes[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentID ? pool.GetByKey(settings->ParentID) : 0; + pool.GetOrAddByKey(settings->ID)->RootID = parent_data ? parent_data->RootID : settings->ID; + if (settings->ParentID) + pool.GetOrAddByKey(settings->ParentID)->CountChildNodes++; + } + + // Count reference to dock ids from window settings + for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) + if (ImGuiID dock_id = g.SettingsWindows[settings_n].DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + ImGuiDockContextPruneNodeData* data_root = (data->RootID == dock_id) ? data : pool.GetByKey(data->RootID); + data->CountWindows++; + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->SettingsNodes.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->SettingsNodes[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootID == settings->ID) ? data : pool.GetByKey(data->RootID); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentID == 0 && data->CountChildNodes == 0 && !settings->IsCentralNode); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentID == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentID ? DockContextFindNodeByID(ctx, settings->ParentID) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabID = settings->SelectedTabID; + node->SplitAxis = settings->SplitAxis; + if (settings->IsDockSpace) + node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; + if (settings->IsCentralNode) + node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + if (settings->IsHiddenTabBar) + node->LocalFlags |= ImGuiDockNodeFlags_HiddenTabBar; + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext->Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext->Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext->Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = ctx->DockContext; + for (int n = 0; n < dc->Requests.Size; n++) + if (dc->Requests[n].DockTargetNode == node) + dc->Requests[n].Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + (void)g; // [Bruno] silence a warning + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->ID; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into one, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockCalc() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCKING: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeID); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_node != NULL && last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + node->LocalFlags &= ~ImGuiDockNodeFlags_CentralNode; + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + (void)ctx; + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockTabIsVisible = false; + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + for (int n = 0; n < new_node->Windows.Size; n++) + UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL); + new_node->WantMouseMove = true; + } + else + { + // Otherwise delete the previous node by merging the other sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_Window; + node->WantMouseMove = true; + } + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (split_outer) + { + IM_ASSERT(0); + } + else + { + ImGuiDockPreviewData split_data; + DockNodePreviewDockCalc(target, target_node, payload, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; + } + return false; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeID = 0; + SelectedTabID = 0; + WantCloseTabID = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasCollapseButton = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->ID); + return tab ? tab_bar->GetTabOrder(tab) : -1; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // If 2+ windows appeared on the same frame, creating a new DockNode+TabBar from the second window, + // then we need to hide the first one after the fact otherwise it would be visible as a standalone window for one frame. + if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false) + { + node->Windows[0]->Hidden = true; + node->Windows[0]->HiddenFramesCanSkipItems = 1; + } + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && !node->IsDockSpace() && node->IsRootNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabID; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindow == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately + + // Remove window + bool erased = false; + (void)erased; // [Bruno] silence a warning + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->ID); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + if (node->HostWindow->ViewportOwned && node->IsRootNode()) + { + // Transfer viewport back to the remaining loose window + IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow); + node->HostWindow->Viewport->Window = remaining_window; + node->HostWindow->Viewport->ID = remaining_window->ID; + } + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size == src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + for (int n = 0; n < src_node->Windows.Size; n++) + { + ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n]; + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (int n = 0; n < node->Windows.Size; n++) + { + SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeFindInfoResults +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeFindInfoResults() { CentralNode = FirstNodeWithWindows = NULL; CountNodesWithWindows = 0; } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* results) +{ + if (node->Windows.Size > 0) + { + if (results->FirstNodeWithWindows == NULL) + results->FirstNodeWithWindows = node; + results->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(results->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + results->CentralNode = node; + } + if (results->CountNodesWithWindows > 1 && results->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], results); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], results); +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + if (node->ChildNodes[0]) + DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[1]); + + // Remove inactive windows + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabID == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (!remove) + continue; + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + } + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + else if (node->WantHiddenTabBarToggle) + node->LocalFlags ^= ImGuiDockNodeFlags_HiddenTabBar; + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + ImVec2 backup_active_click_offset = g.ActiveIdClickOffset; + StartMouseMovingWindow(window); + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; + g.ActiveIdClickOffset = backup_active_click_offset; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + { + DockNodeUpdateVisibleFlagAndInactiveChilds(node); + + // FIXME-DOCK: Merge this scan into the one above. + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + ImGuiDockNodeFindInfoResults results; + DockNodeFindInfo(node, &results); + node->CentralNode = results.CentralNode; + node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL; + if (node->LastFocusedNodeID == 0 && results.FirstNodeWithWindows != NULL) + node->LastFocusedNodeID = results.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = results.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + } + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + if (node->Windows.Size <= 1 && node->IsRootNode() && node->IsLeafNode() && !node->IsDockSpace() && !g.IO.ConfigDockingTabBarOnSingleWindows) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + } + + DockNodeHideHostWindow(node); + node->WantCloseAll = false; + node->WantCloseTabID = 0; + node->HasCloseButton = node->HasCollapseButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + node->HasCloseButton = false; + node->HasCollapseButton = true; + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + node->HasCloseButton = false; + node->HasCollapseButton = (node->Windows.Size > 0); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + ImGuiWindow* window = node->Windows[window_n]; + window->DockIsActive = (node->Windows.Size > 1); + node->HasCloseButton |= window->HasCloseButton; + } + + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + node->HostWindow = host_window = g.CurrentWindow; + host_window->DockNodeAsHost = node; + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window) + node->LastFocusedNodeID = g.NavWindow->RootWindowDockStop->DockNode->ID; + + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size after + // processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg) + { + host_window->DrawList->ChannelsSplit(2); + host_window->DrawList->ChannelsSetCurrent(1); + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + const ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // Add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + //IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + if(node->IsDockSpace()) { // [Bruno] Wed 08 May 2019 Replaced assert with test. + // I do not know what I'm doing, but this fixes a crash in Graphite (maybe I'll pay later though...) + ImRect central_hole(central_node->Pos, central_node->Pos + central_node->Size); + central_hole.Expand(ImVec2(-WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, -WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)); + if (central_node_hole && !central_hole.IsInverted()) + { + SetWindowHitTestHole(host_window, central_hole.Min, central_hole.Max - central_hole.Min); + SetWindowHitTestHole(host_window->ParentWindow, central_hole.Min, central_hole.Max - central_hole.Min); + } + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + DockNodeTreeUpdateSplitter(node); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible && !(node_flags & ImGuiDockNodeFlags_PassthruCentralNode)) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingEmptyBg)); + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(0); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + host_window->DrawList->ChannelsMerge(); + } + + // Draw and populate Tab Bar + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabID = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabID = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabID = node->Windows[0]->ID; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window)) + BeginAsDockableDragDropTarget(host_window); + + node->LastFrameActive = g.FrameCount; + + // Recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +static ImGuiID ImGui::DockNodeUpdateTabListMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiID ret_tab_id = 0; + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight())); + if (BeginPopup("#TabListMenu")) + { + node->IsFocused = true; + if (tab_bar->Tabs.Size == 1) + { + if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->Window != NULL); + if (Selectable(tab->Window->Name, tab->ID == tab_bar->SelectedTabId)) + ret_tab_id = tab->ID; + SameLine(); + Text(" "); + } + } + EndPopup(); + } + return ret_tab_id; +} + +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabID && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabID = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (g.NavWindowingTarget) + is_focused = (g.NavWindowingTarget->DockNode == node); + else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindow && root_node->LastFocusedNodeID == node->ID) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->ID; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + host_window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + } + + PushID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + // Collapse button changes shape and display a list + if (IsPopupOpen("#TabListMenu")) + { + if (ImGuiID tab_id = DockNodeUpdateTabListMenu(node, tab_bar)) + focus_tab_id = tab_bar->NextSelectedTabId = tab_id; + is_focused |= node->IsFocused; + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImRect title_bar_rect = ImRect(node->Pos, node->Pos + ImVec2(node->Size.x, g.FontSize + style.FramePadding.y * 2.0f)); + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawCornerFlags_Top); + + // Collapse button + if (CollapseButton(host_window->GetID("#COLLAPSE"), title_bar_rect.Min, node)) + OpenPopup("#TabListMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + + // Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (g.NavWindow && g.NavWindow->RootWindowDockStop == window) + tab_bar->SelectedTabId = window->ID; + if (TabBarFindTabByID(tab_bar, window->ID) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + //printf("[%05d] Sorting %d new appearing tabs\n", g.FrameCount, tab_bar->Tabs.Size - tabs_unsorted_start); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabID) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabID; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->ID; + + // Begin tab bar + const ImRect tab_bar_rect = DockNodeCalcTabBarRect(node); + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabID = window->ID; + if (tab_bar->VisibleTabId == window->ID) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DockTabItemStatusFlags = host_window->DC.LastItemStatusFlags; + window->DockTabItemRect = host_window->DC.LastItemRect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindowDockStop == window && (window->DC.NavLayerActiveMask & (1 << 1)) == 0) + host_window->NavLastIds[1] = window->ID; + } + } + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from tab_bar->SelectedTabId + if (node->VisibleWindow) + { + if (!node->VisibleWindow->HasCloseButton) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f)); + } + const float rad = g.FontSize * 0.5f; + if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x - rad, style.FramePadding.y + rad), rad + 1)) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) + { + node->WantCloseTabID = tab->ID; + TabBarCloseTab(tab_bar, tab); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!node->VisibleWindow->HasCloseButton) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + if (g.HoveredWindow == host_window && g.HoveredId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + { + if (IsMouseClicked(0)) + { + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + StartMouseMovingWindow(tab->Window); + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + return true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + return true; + return false; + } + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +static ImRect ImGui::DockNodeCalcTabBarRect(const ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + (g.FontSize + g.Style.FramePadding.y * 2.0f)); + if (node->HasCollapseButton) + r.Min.x += g.Style.FramePadding.x + g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a tab bar. Instead we adjusted RenderArrowDockMenu() + // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. + r.Max.x -= g.Style.FramePadding.x + g.FontSize + 1.0f; + return r; +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = (float)(int)(w_avail - size_new[axis]); + } + else + { + size_new[axis] = (float)(int)(w_avail * 0.5f); + size_old[axis] = (float)(int)(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImFloor(hs_w * 0.15f); + //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImFloor(hs_for_central_nodes * 1.50f); + hs_h = ImFloor(hs_for_central_nodes * 0.80f); + off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 0.0f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 0.0f - hs_h)); + } + else + { + hs_w = ImFloor(hs_for_central_nodes); + hs_h = ImFloor(hs_for_central_nodes * 0.90f); + off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); + } + + ImVec2 c = ImFloor(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImFloor(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +static void ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible); + + // Build a tentative future node (reuse same structure because it is practical) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); + data->FutureNode.HasCollapseButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = host_node ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = host_node ? ref_node_for_rect->Size : host_window->Size; + + // Figure out here we are allowed to dock + ImGuiDockNodeFlags host_node_flags = host_node ? host_node->GetMergedFlags() : 0; + const bool src_is_visibly_splitted = root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode() && (root_payload->DockNodeAsHost->OnlyNodeWithWindows == NULL); + data->IsCenterAvailable = !is_outer_docking; + if (src_is_visibly_splitted && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + if (host_node && (host_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((host_node && (host_node_flags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_tabs = GetColorU32(ImGuiCol_TabActive); + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect = DockNodeCalcTabBarRect(&data->FutureNode); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->OffsetMax + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size == root_payload->DockNodeAsHost->TabBar->Tabs.Size); + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // Calculate the tab bounding box for each payload window + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs[payload_n].Window : root_payload; + if (!DockNodeIsDropAllowedOne(payload, host_window)) + continue; + + ImVec2 tab_size = TabItemCalcSize(payload->Name, payload->HasCloseButton); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload->Name, 0, 0); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->GetMergedFlags() & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - IMGUI_DOCK_SPLITTER_SIZE); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags = ((child_0 ? child_0->LocalFlags : 0) | (child_1 ? child_1->LocalFlags : 0)) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + + if (child_0) + { + ctx->DockContext->Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext->Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size) +{ + node->Pos = pos; + node->Size = size; + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + if (child_0->IsVisible && child_1->IsVisible) + { + const float spacing = IMGUI_DOCK_SPLITTER_SIZE; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + ImGuiContext& g = *GImGui; + const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + IM_ASSERT(!(child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)); + if (child_0->WantLockSizeOnce) + { + child_0->WantLockSizeOnce = false; + child_0_size[axis] = child_0->SizeRef[axis] = child_0->Size[axis]; + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + + } + else if (child_1->WantLockSizeOnce) + { + child_1->WantLockSizeOnce = false; + child_1_size[axis] = child_1->SizeRef[axis] = child_1->Size[axis]; + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_1->IsCentralNode() && child_0->SizeRef[axis] != 0.0f) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_0->IsCentralNode() && child_1->SizeRef[axis] != 0.0f) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5F)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + child_1_pos[axis] += spacing + child_0_size[axis]; + } + if (child_0->IsVisible) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1->IsVisible) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + if ((child_0->GetMergedFlags() | child_1->GetMergedFlags()) & ImGuiDockNodeFlags_NoResize) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) + { + // Only process when splitter is active + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + /* + // [DEBUG] Render limits + ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + for (int n = 0; n < 2; n++) + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // There is an edge case when docking into a dockspace which only has inactive nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + if (node->IsDockSpace() && node->IsRootNode()) + { + if (node->CentralNode && node->IsLeafNode()) // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + return node->CentralNode; + return DockNodeTreeFindFallbackLeafNode(node); + } + + return NULL; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- + +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext* ctx = GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeID; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; + ImGuiWindow* window = GetCurrentWindow(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); + ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); + if (!node) + { + node = DockContextAddNode(ctx, id); + node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + } + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; + return; + } + node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); + + if (node->Windows.Size > 0 || node->IsSplitNode()) + PushStyleColor(ImGuiCol_ChildBg, IM_COL32(0, 0, 0, 0)); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + if (node->Windows.Size > 0 || node->IsSplitNode()) + PopStyleColor(); + + ImGuiWindow* host_window = g.CurrentWindow; + host_window->DockNodeAsHost = node; + host_window->ChildId = window->GetID(title); + node->HostWindow = host_window; + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + DockNodeUpdate(node); + + End(); +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a menu bar. +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// So if you want a menu bar you need to repeat this code manually ourselves. As with advanced other Docking API, we may change this function signature. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + SetNextWindowPos(viewport->Pos); + SetNextWindowSize(viewport->Size); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + ImGuiID dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + SetWindowDock(window, node_id, ImGuiCond_Always); + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettings(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + settings->DockId = node_id; + settings->DockOrder = -1; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext* ctx = GImGui; + return DockContextFindNodeByID(ctx, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// If you create a regular node, both ref_pos/ref_size will position the window. +// If you create a dockspace node: ref_pos won't be used, ref_size is useful on the first frame to... +ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(ctx, id); + } + else + { + if (id != 0) + node = DockContextFindNodeByID(ctx, id); + if (!node) + node = DockContextAddNode(ctx, id); + node->LocalFlags = flags; + } + node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->LocalFlags = ImGuiDockNodeFlags_CentralNode; + DockContextRemoveNode(ctx, node, true); +} + +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockContext* dc = ctx->DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(ctx, node); + if (root_node) + DockNodeMoveWindows(root_node, node); + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (int settings_n = 0; settings_n < ctx->SettingsWindows.Size; settings_n++) + if (ImGuiID window_settings_dock_id = ctx->SettingsWindows[settings_n].DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + ctx->SettingsWindows[settings_n].DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(ctx, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + root_node->CentralNode = root_node; + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_persistent_docking_references) +{ + // Clear references in settings + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; + if (clear_persistent_docking_references) + { + for (int n = 0; n < g.SettingsWindows.Size; n++) + { + ImGuiWindowSettings* settings = &g.SettingsWindows[n]; + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + (void)backup_dock_id; // [Bruno] silence a warning + DockContextProcessUndockWindow(ctx, window, clear_persistent_docking_references); + if (!clear_persistent_docking_references) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_other) +{ + ImGuiContext* ctx = GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(ctx, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_other = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_other) + *out_id_other = id_other; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext* ctx = GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + //IMGUI_DEBUG_LOG("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext* ctx = GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderRemoveNode(dst_node_id); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) + { + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = src_window->Pos; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2(0.0f, 0.0f); + } + else + { + dst_settings->Pos = src_window->Pos; + } + dst_settings->Size = src_window->SizeFull; + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + //IMGUI_DEBUG_LOG("Remap window '%s' %08X -> %08X\n", dst_window_name, src_dock_id, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo") + // Find those windows and move to them to the cloned dock node. This may be optional? + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + //IMGUI_DEBUG_LOG("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + DockBuilderDockWindow(window->Name, dst_dock_id); + } + } +} + +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext* ctx = GImGui; + //DockContextRebuild(ctx); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Functions (called from Begin/End) +//----------------------------------------------------------------------------- + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; + + const bool auto_dock_node = (g.IO.ConfigDockingTabBarOnSingleWindows) && !(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(ctx); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.PosCond && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock); + g.NextWindowData.PosUndock = false; + if (want_undock) + { + DockContextProcessUndockWindow(ctx, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextFindNodeByID(ctx, window->DockId); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + if (auto_dock_node) + node->LastFrameAlive = g.FrameCount; + } + + DockNodeAddWindow(node, window, true); + IM_ASSERT(node == window->DockNode); + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + { + DockContextProcessUndockWindow(ctx, window); + } + else + { + window->DockIsActive = true; + window->DockTabIsVisible = false; + } + return; + } + + // Undock if we are submitted earlier than the host window + if (node->HostWindow && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(ctx, window); + return; + } + + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + window->DockTabIsVisible = false; + return; + } + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + + // Position window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockTabIsVisible = false; + if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the tab bar has been visible once. + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && node->TabBar->CurrFrameVisible != -1) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabID == window->ID) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginAsDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + + window->DC.LastItemId = window->MoveId; + window = window->RootWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); + if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + } +} + +void ImGui::BeginAsDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; + + //IM_ASSERT(window->RootWindow == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + ImGuiDockNode* node = NULL; + bool allow_null_target_node = false; + if (window->DockNodeAsHost) + node = DockNodeTreeFindNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + else if (window->DockNode) // && window->DockIsActive) + node = window->DockNode; + else + allow_null_target_node = true; // Dock into a regular window + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || allow_null_target_node)) + { + ImGuiDockPreviewData split_inner, split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockCalc(window, root_node, payload_window, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + DockNodePreviewDockCalc(window, node, payload_window, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) // FIXME-OPT: We could remove this loop by storing the index in the map + { + ImGuiWindowSettings* window_settings = &g.SettingsWindows[settings_n]; + if (window_settings->DockId == old_node_id) + window_settings->DockId = new_node_id; + } +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) // FIXME-OPT: We could remove this loop by storing the index in the map + { + ImGuiWindowSettings* window_settings = &g.SettingsWindows[settings_n]; + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (window_settings->DockId == node_ids[node_n]) + { + window_settings->DockId = 0; + window_settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = ctx->DockContext; + for (int n = 0; n < dc->SettingsNodes.Size; n++) + if (dc->SettingsNodes[n].ID == id) + return &dc->SettingsNodes[n]; + return NULL; +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.IsDockSpace = true; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentID, &r) == 1) { line += r; if (node.ParentID == 0) return; } + if (node.ParentID == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; node.IsCentralNode = (x != 0); } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; node.IsHiddenTabBar = (x != 0); } + if (sscanf(line, " SelectedTab=0x%08X%n", &node.SelectedTabID,&r) == 1) { line += r; } + ImGuiDockContext* dc = ctx->DockContext; + if (node.ParentID != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentID)) + node.Depth = parent_settings->Depth + 1; + dc->SettingsNodes.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentID = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.SelectedTabID = node->SelectedTabID; + node_settings.SplitAxis = node->IsSplitNode() ? (char)node->SplitAxis : (char)ImGuiAxis_None; + node_settings.Depth = (char)depth; + node_settings.IsDockSpace = (char)node->IsDockSpace(); + node_settings.IsCentralNode = (char)node->IsCentralNode(); + node_settings.IsHiddenTabBar = (char)node->IsHiddenTabBar(); + node_settings.Pos = ImVec2ih((short)node->Pos.x, (short)node->Pos.y); + node_settings.Size = ImVec2ih((short)node->Size.x, (short)node->Size.y); + node_settings.SizeRef = ImVec2ih((short)node->SizeRef.x, (short)node->SizeRef.y); + dc->SettingsNodes.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = g.DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->SettingsNodes.resize(0); + dc->SettingsNodes.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->SettingsNodes.Size; node_n++) + max_depth = ImMax((int)dc->SettingsNodes[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->SettingsNodes.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->SettingsNodes[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", node_settings->IsDockSpace ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentID) + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentID, node_settings->SizeRef.x, node_settings->SizeRef.y); + else + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->IsCentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->IsHiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->SelectedTabID) + buf->appendf(" SelectedTab=0x%08X", node_settings->SelectedTabID); + +#if IMGUI_DEBUG_DOCKING_INI + // [DEBUG] Include comments in the .ini file to ease debugging + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + int contains_window = 0; + for (int window_n = 0; window_n < ctx->SettingsWindows.Size; window_n++) + if (ctx->SettingsWindows[window_n].DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", ctx->SettingsWindows[window_n].Name); + } + } +#endif + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef __MINGW32__ +#include +#else +#include +#endif +#endif + +// Win32 API clipboard implementation +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#endif + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + static ImVector buf_local; + buf_local.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle)) + { + int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1; + buf_local.resize(buf_len); + ImTextStrToUtf8(buf_local.Data, buf_len, wbuf_global, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return buf_local.Data; +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1; + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + ImWchar* wbuf_global = (ImWchar*)::GlobalLock(wbuf_handle); + ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#else + +// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); +} + +// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + ImGuiContext& g = *GImGui; + g.PrivateClipboard.clear(); + const char* text_end = text + strlen(text); + g.PrivateClipboard.resize((int)(text_end - text) + 1); + memcpy(&g.PrivateClipboard[0], text, (size_t)(text_end - text)); + g.PrivateClipboard[(int)(text_end - text)] = 0; +} + +#endif + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUG WINDOW +//----------------------------------------------------------------------------- + +static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* thumb_window = g.Windows[i]; + if (!thumb_window->WasActive || ((thumb_window->Flags & ImGuiWindowFlags_ChildWindow))) + continue; + if (thumb_window->SkipItems && (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME-DOCK: Skip hidden docked windows. Identify those betters. + continue; + if (thumb_window->Viewport != viewport) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + ImRect thumb_r_scaled = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + ImRect title_r_scaled = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r_scaled.ClipWithFull(bb); + title_r_scaled.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(thumb_window)) + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); +} + +void ImGui::ShowViewportThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + float SCALE = 1.0f / 8.0f; + ImRect bb_full; + //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) + // bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n])); + for (int n = 0; n < g.Viewports.Size; n++) + bb_full.Add(g.Viewports[n]->GetRect()); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) + // window->DrawList->AddRect(off + g.PlatformIO.Monitors[n].MainPos * SCALE, off + (g.PlatformIO.Monitors[n].MainPos + g.PlatformIO.Monitors[n].MainSize) * SCALE, ImGui::GetColorU32(ImGuiCol_Border)); + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + RenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + if (!ImGui::Begin("ImGui Metrics", p_open)) + { + ImGui::End(); + return; + } + + enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerMainRect, RT_InnerClipRect, RT_ContentsRegionRect, RT_ContentsFullRect }; + static bool show_windows_begin_order = false; + static bool show_windows_rects = false; + static int show_windows_rect_type = RT_ContentsRegionRect; + static bool show_drawcmd_clip_rects = true; + + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); + ImGui::Text("%d active allocations", io.MetricsActiveAllocations); + ImGui::Separator(); + + struct Funcs + { + static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label) + { + bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); + if (draw_list == ImGui::GetWindowDrawList()) + { + ImGui::SameLine(); + ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) ImGui::TreePop(); + return; + } + + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && fg_draw_list && ImGui::IsItemHovered()) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + int elem_offset = 0; + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) + { + if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0) + continue; + if (pcmd->UserCallback) + { + ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) + { + ImRect clip_rect = pcmd->ClipRect; + ImRect vtxs_rect; + for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) + vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); + } + if (!pcmd_node_open) + continue; + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) + { + char buf[300]; + char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangles_pos[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i; + ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; + triangles_pos[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + ImGui::Selectable(buf, false); + if (fg_draw_list && ImGui::IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + static void NodeColumns(const ImGuiColumns* columns) + { + if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::TreePop(); + } + + static void NodeWindows(ImVector& windows, const char* label) + { + if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) + return; + for (int i = 0; i < windows.Size; i++) + Funcs::NodeWindow(windows[i], "Window"); + ImGui::TreePop(); + } + + static void NodeWindow(ImGuiWindow* window, const char* label) + { + if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + return; + ImGuiWindowFlags flags = window->Flags; + NodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); + ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); + ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window)); + ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); + ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (!window->NavRectRel[0].IsInverted()) + ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); + else + ImGui::BulletText("NavRectRel[0]: "); + ImGui::BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + ImGui::BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + ImGui::BulletText("DockId: 0x%04X, DockOrder: %d, %s: 0x%p, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode", window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockIsActive, window->DockTabIsVisible); + if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); + if (window->RootWindowDockStop != window->RootWindow) NodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); + if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); + if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); + if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + NodeColumns(&window->ColumnsStorage[n]); + ImGui::TreePop(); + } + ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); + ImGui::TreePop(); + } + + static void NodeViewport(ImGuiViewportP* viewport) + { + ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) + { + ImGuiWindowFlags flags = viewport->Flags; + ImGui::BulletText("Pos: (%.0f,%.0f), Size: (%.0f,%.0f), Monitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } } + ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s", viewport->Flags, + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : ""); + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + ImGui::TreePop(); + } + } + }; + + // Access private state, we are going to display the draw lists from last frame + ImGuiContext& g = *GImGui; + Funcs::NodeWindows(g.Windows, "Windows"); + if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size)) + { + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::ShowViewportThumbnails(); + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + if (g.PlatformIO.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size)) + { + ImGui::TextWrapped("(When viewports are enabled, imgui needs uses monitor data to position popup/tooltips so they don't straddle monitors.)"); + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; + ImGui::BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + i, mon.DpiScale * 100.0f, + mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, + mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); + } + ImGui::TreePop(); + } + for (int i = 0; i < g.Viewports.Size; i++) + Funcs::NodeViewport(g.Viewports[i]); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (int i = 0; i < g.OpenPopupStack.Size; i++) + { + ImGuiWindow* window = g.OpenPopupStack[i].Window; + ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Docking & Tab Bars")) + { + ShowDockingDebug(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Internal state")) + { + const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); + ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tools")) + { + ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); + ImGui::Checkbox("Show windows rectangles", &show_windows_rects); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); + show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerClipRect\0" "ContentsRegionRect\0"); + ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); + ImGui::TreePop(); + } + + if (show_windows_rects || show_windows_begin_order) + { + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (show_windows_rects) + { + ImRect r; + if (show_windows_rect_type == RT_OuterRect) { r = window->Rect(); } + else if (show_windows_rect_type == RT_OuterRectClipped) { r = window->OuterRectClipped; } + else if (show_windows_rect_type == RT_InnerMainRect) { r = window->InnerMainRect; } + else if (show_windows_rect_type == RT_InnerClipRect) { r = window->InnerClipRect; } + else if (show_windows_rect_type == RT_ContentsRegionRect) { r = window->ContentsRegionRect; } + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = ImGui::GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + ImGui::End(); +} + +void ImGui::ShowDockingDebug() +{ + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = ctx->DockContext; + + struct Funcs + { + static void NodeDockNode(ImGuiDockNode* node, const char* label) + { + ImGuiContext& g = *GImGui; + ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); + bool open; + if (node->Windows.Size > 0) + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + ImGui::BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + ImGui::BulletText("VisibleWindow: 0x%08X %s", node->VisibleWindow ? node->VisibleWindow->ID : 0, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + ImGui::BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabID, node->LastFocusedNodeID); + ImGui::BulletText("Misc:%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", (g.FrameCount - node->LastFrameAlive < 2) ? " IsAlive" : "", (g.FrameCount - node->LastFrameActive < 2) ? " IsActive" : ""); + if (ImGui::TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) + { + ImGui::CheckboxFlags("LocalFlags: NoSplit", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoSplit); + ImGui::CheckboxFlags("LocalFlags: NoResize", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoResize); + ImGui::CheckboxFlags("LocalFlags: NoTabBar", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); + ImGui::CheckboxFlags("LocalFlags: HiddenTabBar",(unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); + ImGui::TreePop(); + } + if (node->ChildNodes[0]) + NodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + NodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + NodeTabBar(node->TabBar); + ImGui::TreePop(); + } + } + + static void NodeTabBar(ImGuiTabBar* tab_bar) + { + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", + tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + p += ImFormatString(p, buf_end - p, " { "); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name); + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + } + if (ImGui::TreeNode(tab_bar, "%s", buf)) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + ImGui::PushID(tab); + if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, tab->Window ? tab->Window->Name : "N/A"); + ImGui::PopID(); + } + ImGui::TreePop(); + } + } + }; + + static bool show_window_dock_info = false; + ImGui::Checkbox("Ctrl shows window dock info", &show_window_dock_info); + + if (ImGui::TreeNode("Dock nodes")) + { + if (ImGui::SmallButton("Clear settings")) { DockContextClearNodes(&g, 0, true); } + ImGui::SameLine(); + if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + Funcs::NodeDockNode(node, "Node"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) + { + for (int n = 0; n < g.TabBars.Data.Size; n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Settings")) + { + if (ImGui::SmallButton("Refresh")) + SaveIniSettingsToMemory(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + ImGui::Separator(); + ImGui::Text("Docked Windows:"); + for (int n = 0; n < g.SettingsWindows.Size; n++) + if (g.SettingsWindows[n].DockId != 0) + ImGui::BulletText("Window '%s' -> DockId %08X", g.SettingsWindows[n].Name, g.SettingsWindows[n].DockId); + ImGui::Separator(); + ImGui::Text("Dock Nodes:"); + for (int n = 0; n < dc->SettingsNodes.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->SettingsNodes[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabID) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabID)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabID)) + selected_tab_name = window_settings->Name; + } + ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentID, settings->SelectedTabID, selected_tab_name ? selected_tab_name : settings->SelectedTabID ? "N/A" : ""); + } + ImGui::TreePop(); + } + + if (g.IO.KeyCtrl && show_window_dock_info) + { + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(root_node, g.IO.MousePos)) + if (hovered_node != node) + continue; + char buf[64] = ""; + char* p = buf; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3,3) * (float)depth, node->Pos + node->Size - ImVec2(3,3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3,3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); + } + } +} + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.h new file mode 100644 index 00000000..c9726cb6 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui.h @@ -0,0 +1,2397 @@ +// dear imgui, v1.70 WIP +// (headers) + +// See imgui.cpp file for documentation. +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. +// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// Get latest version at https://github.com/ocornut/imgui + +/* + +Index of this file: +// Header mess +// Forward declarations and basic types +// ImGui API (Dear ImGui end-user API) +// Flags & Enumerations +// Memory allocations macros +// ImVector<> +// ImGuiStyle +// ImGuiIO +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiWindowClass) +// Obsolete functions +// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// Platform interface for multi-viewport support (ImGuiPlatformMonitor, ImGuiPlatformIO, ImGuiViewport) + +*/ + +#pragma once + +// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) +#include "imconfig.h" +#endif + +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + +#include // FLT_MAX +#include // va_list +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// 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 "1.70 WIP" +#define IMGUI_VERSION_NUM 16991 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) +#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch +#define IMGUI_HAS_DOCK 1 // Docking WIP branch + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#if defined(__clang__) || defined(__GNUC__) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. +#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. + +// Warnings +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#pragma clang diagnostic ignored "-Wc++98-compat-pedantic" // [Bruno Levy] +#pragma clang diagnostic ignored "-Wc++11-long-long" // [Bruno Levy] +#elif defined(__GNUC__) && __GNUC__ >= 8 +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wclass-memaccess" +#endif + +//----------------------------------------------------------------------------- +// Forward declarations and basic types +//----------------------------------------------------------------------------- + +struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer back-ends + viewports to render +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") +struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports) +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) + +// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +#ifndef ImTextureID +typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) +#endif +typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) +typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*() +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction +typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) +typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc. +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*() +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); + +// Scalar data types +typedef signed char ImS8; // 8-bit signed integer == char +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) +typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t ImS64; // 64-bit signed integer (pre C++11) +typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) +#else +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, sizes, etc.) +struct ImVec2 +{ + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// 4D vector (often used to store floating-point colors) +struct ImVec4 +{ + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } + ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; + +//----------------------------------------------------------------------------- +// ImGui: Dear ImGui end-user API +// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. + // All those functions are not reliant on the current context. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame. + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function. (Obsolete: this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + 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. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - You may append multiple times to the same window during the same frame. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. + // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + + // Content region + // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + 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(); // + + // Windows Scrolling + IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); + + // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) + IMGUI_API void SetCursorPosY(float local_y); // + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. Useful to work with ImDrawList API. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most + // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - The resulting ID are hashes of the entire stack. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button + IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Combo Box + // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + 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: Drags + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - 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. + // - 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). + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + + // Widgets: Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - 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. + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg"); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ 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 the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id = NULL); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Widgets: List Boxes + // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + 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); + IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " + IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! + + // Widgets: Data Plotting + 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)); + IMGUI_API void PlotHistogram(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)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. + IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. + IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. + IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. + + // Columns + // - You can also use SameLine(pos_x) to mimic simplified columns. + // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + // [BETA API] API may evolve! + // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: you DO NOT need to call DockSpace() to use most Docking facilities! + // To dock windows: if io.ConfigDockingWithShift == false: drag window from their title bar. + // To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. + // Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK) + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + + // Drag and Drop + // [BETA API] API may evolve! + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + + // Clipping + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Item/Widgets Utilities + // - Most of the functions are referring to the last/previous item we submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. + IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame + IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities + IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] + IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! + IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. + IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle) + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held + IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle) + IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. + IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) + IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into + IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold. + IMGUI_API void ResetMouseDragDelta(int button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + + // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Memory Allocators + // - All those functions are not reliant on the current context. + // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + + // (Optional) Platform/OS interface for multi-viewport support + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for back-end to setup + viewports list. + IMGUI_API ImGuiViewport* GetMainViewport(); // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0]. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_arg = NULL, void* renderer_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from back-end Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for back-ends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.) + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) + ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window + + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29 // Don't use! For internal use by Begin()/NewFrame() + + // [Obsolete] + //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) +}; + +// Flags for ImGui::InputText() +enum ImGuiInputTextFlags_ +{ + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally + ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + //ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap +#endif +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() +}; + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) + 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 child nodes using the splitter/separators. Useful with programatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. +}; + +// Flags for ImGui::IsWindowFocused() +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 ImGui::GetIO().WantCaptureMouse instead. + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + 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 overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // char + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array +enum ImGuiKey_ +{ + ImGuiKey_Tab, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo + ImGuiKey_COUNT +}; + +// Gamepad/Keyboard directional navigation +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. +enum ImGuiNavInput_ +{ + // Gamepad Mapping + ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) + ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) + ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) + ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) + ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) + ImGuiNavInput_DpadRight, // + ImGuiNavInput_DpadUp, // + ImGuiNavInput_DpadDown, // + ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down + ImGuiNavInput_LStickRight, // + ImGuiNavInput_LStickUp, // + ImGuiNavInput_LStickDown, // + ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + + // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. + // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. + ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyTab_, // tab // = Tab key + ImGuiNavInput_KeyLeft_, // move left // = Arrow keys + ImGuiNavInput_KeyRight_, // move right + ImGuiNavInput_KeyUp_, // move up + ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_COUNT, + ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. Use SHIFT to dock window into another (or without SHIFT if io.ConfigDockingWithShift = false). + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. +}; + +// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Back-end Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines! Don't set this without studying how the examples/ back-end handle it! + ImGuiBackendFlags_RendererHasViewports = 1 << 12 // Back-end Renderer supports multiple viewports. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_DockingPreview, + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] + , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] + , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51] + //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. + //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. +#endif +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. +// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding +#endif +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, + ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex +#endif +}; + +// Enumeration for GetMouseCursor() +// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT +#endif +}; + +// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_Always = 1 << 0, // Set the variable + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing +#endif +}; + +//----------------------------------------------------------------------------- +// Helpers: Memory allocations macros +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewDummy {}; +inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) +#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// Helper: ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. +// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } +}; + +//----------------------------------------------------------------------------- +// ImGuiStyle +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in ImGui. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. + bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + ImVec4 Colors[ImGuiCol_COUNT]; + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// ImGuiIO +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +//----------------------------------------------------------------------------- + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration (fill once) // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. + ImVec2 DisplaySize; // // Main display size, in pixels. This is for the default viewport. Use BeginViewport() for other viewports. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. + + ImFontAtlas*Fonts; // // Load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingTabBarOnSingleWindows; // = false // [BETA] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // [BETA] Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform back-end to setup a parent/child relationship between the OS windows (some back-end may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) + bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx back-end files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL + void* BackendRendererUserData; // = NULL + void* BackendLanguageUserData; // = NULL + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! + // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. + void (*RenderDrawListsFn)(ImDrawData* data); +#else + // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. + void* RenderDrawListsFnUnused; +#endif + + //------------------------------------------------------------------ + // Input - Fill before calling NewFrame() + //------------------------------------------------------------------ + + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier pressed: Control + bool KeyShift; // Keyboard modifier pressed: Shift + bool KeyAlt; // Keyboard modifier pressed: Alt + bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows + bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + + // Functions + IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + + //------------------------------------------------------------------ + // Output - Retrieve after calling NewFrame() + //------------------------------------------------------------------ + + bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. IMPORTANT: You need to clear io.WantSaveIniSettings yourself. + bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + //------------------------------------------------------------------ + // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + 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 an imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + 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 + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point + float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) + float KeysDownDurationPrev[512]; // Previous duration the key has been down + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +// [BETA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Provide hints to the platform back-end via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) and OS level parent/child relationships. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed) + ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not. + ImGuiViewportFlags ViewportFlagsOverrideMask; // Viewport flags to override when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideValue; // Viewport flags values to override when a window of this class owns a viewport. + bool DockingAllowUnclassed; // true = can be docked/merged with an unclassed window + + ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideMask = ViewportFlagsOverrideValue = 0x00; DockingAllowUnclassed = true; } +}; + +//----------------------------------------------------------------------------- +// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } + // OBSOLETED in 1.66 (from Sep 2018) + static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } + // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) + static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } + // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) + IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! + IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); + // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } + static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } + static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; } + // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + static inline void ShowTestWindow() { return ShowDemoWindow(); } + static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } + static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } + static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } + static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } + // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. + static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } + static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } + void SetNextWindowPosCenter(ImGuiCond cond); + // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } + static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. + static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } + static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } +} +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; +#endif + +//----------------------------------------------------------------------------- +// Helpers +//----------------------------------------------------------------------------- + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove! +#endif + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct TextRange + { + const char* b; + const char* e; + + TextRange() { b = e = NULL; } + TextRange(const char* _b, const char* _e) { b = _b; e = _e; } + const char* begin() const { return b; } + const char* end () const { return e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVector Filters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + struct Pair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + }; + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + + // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); +}; + +// Helper: Manually clip large list of items. +// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null. +// Usage: +// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). +// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. +// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) +// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. +struct ImGuiListClipper +{ + float StartPosY; + float ItemsHeight; + int ItemsCount, StepNo, DisplayStart, DisplayEnd; + + // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step(). + ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want). + ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. + + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. +}; + +// Helpers macros to generate 32-bits encoded colors +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } + ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } + ImColor(const ImVec4& col) { Value = col; } + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } +}; + +//----------------------------------------------------------------------------- +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// Draw callbacks for advanced uses. +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); + +// Special Draw Callback value to request renderer back-end to reset the graphics/render state. +// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +struct ImDrawCmd +{ + unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // The draw callback code can access this. + + ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; } +}; + +// Vertex index (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 +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef) +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together. +// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. +struct ImDrawChannel +{ + ImVector CmdBuffer; + ImVector IdxBuffer; +}; + +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 + ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 + ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 + ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA + ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience +}; + +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices) +}; + +// Draw command list +// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _Path; // [Internal] current path building + int _ChannelsCurrent; // [Internal] current channel number (0) + int _ChannelsCount; // [Internal] number of active channels (1+) + ImVector _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } + ~ImDrawList() { ClearFreeMemory(); } + IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); + + // Channels + // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + IMGUI_API void ChannelsSplit(int channels_count); + IMGUI_API void ChannelsMerge(); + IMGUI_API void ChannelsSetCurrent(int channel_index); + + // Advanced + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Internal helpers + // NB: all primitives needs to be reserved via PrimReserve() beforehand! + IMGUI_API void Clear(); + IMGUI_API void ClearFreeMemory(); + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } + IMGUI_API void UpdateClipRect(); + IMGUI_API void UpdateTextureID(); +}; + +// All draw data to render an ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) + ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + + // Functions + ImDrawData() { Valid = false; Clear(); } + ~ImDrawData() { Clear(); } + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +struct ImFontGlyph +{ + ImWchar Codepoint; // 0x0000..0xFFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); } + bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters + + //------------------------------------------- + // Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. + struct CustomRect + { + unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } + }; + + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Internal data + int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+ +#endif +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + bool DirtyLookupTables; // 1 // out // + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetFallbackChar(ImWchar c); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ +#endif +}; + +//----------------------------------------------------------------------------- +// [BETA] Platform interface for multi-viewport support +// - completely optional, for advanced users! +// - this is used for back-ends aiming to support the seamless creation of multiple viewport (= multiple Platform/OS windows) +// dear imgui manages the viewports, and the back-end create one Platform/OS windows for each secondary viewport. +// - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now. +//----------------------------------------------------------------------------- + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // (Optional) Coordinates without task bars / side bars / menu bars. imgui uses this to avoid positioning popups/tooltips inside this region. + float DpiScale; // 1.0f = 96 DPI + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0,0); DpiScale = 1.0f; } +}; + +// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. +// Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, +// one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide +// both Platform and Renderer interfaces and so may not need to use all functions. +// Platform functions are typically called before their Renderer counterpart, +// apart from Destroy which are called the other way. +// RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need +// specific behavior for your multi-window rendering. +struct ImGuiPlatformIO +{ + //------------------------------------------------------------------ + // Input - Back-end interface/functions + Monitor List + //------------------------------------------------------------------ + + // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) + // Most of them are called by ImGui::UpdatePlatformWindows() and ImGui::RenderPlatformWindowsDefault(). + void (*Platform_CreateWindow)(ImGuiViewport* vp); // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); + void (*Platform_ShowWindow)(ImGuiViewport* vp); // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them first + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* title); + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // (Optional) Setup window transparency + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // (Optional) Called in UpdatePlatforms(). Optional hook to allow the platform back-end from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Setup for render + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (platform side) + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // (Optional) [BETA] (FIXME-DPI) DPI handling: Called during Begin() every time the viewport we are outputting into changes, so back-end has a chance to swap fonts to adjust style. + void (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos); // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For Renderer to call into Platform code + + // (Optional) Renderer functions (e.g. DirectX, OpenGL3, Vulkan) + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // Create swap chains, frame buffers etc. + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // Resize swap chain, frame buffers etc. + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // (Optional) Clear targets, Render viewport->DrawData + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // (Optional) Call Present/SwapBuffers (renderer side) + + // (Optional) List of monitors (updated by: app/back-end, used by: imgui to clamp popups/tooltips within same monitor and not have them straddle monitors) + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render) + ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] + ImVector Viewports; // Main viewports, followed by all secondary viewports. + ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear +}; + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_NoDecoration = 1 << 0, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 1, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 2, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 3, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 4, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 5, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only) + ImGuiViewportFlags_Minimized = 1 << 7 // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. +}; + +// The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport. +struct ImGuiViewport +{ + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Position of viewport both in imgui space and in OS desktop/native space + ImVec2 Size; // Size of viewport in pixel + float DpiScale; // 1.0f = 96 DPI = No extra scale + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows. + + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.) + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context) + void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + + ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } +}; + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) && __GNUC__ >= 8 +#pragma GCC diagnostic pop +#endif + +// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#include "imgui_user.h" +#endif diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_demo.cpp b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_demo.cpp new file mode 100644 index 00000000..c15bce95 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_demo.cpp @@ -0,0 +1,4741 @@ +// dear imgui, v1.70 WIP +// (demo code) + +// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: +// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders +// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of +// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked, +// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (that you won't delete) + +// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: +// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is +// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data +// in the same place, to make the demo source code faster to read, faster to write, and smaller in size. +// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant +// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is +// likely going to be stored outside your functions. + +/* + +Index of this file: + +// [SECTION] Forward Declarations, Helpers +// [SECTION] Demo Window / ShowDemoWindow() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#if __has_warning("-Wreserved-id-macro") +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#if (__GNUC__ >= 6) +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#endif +#endif + +// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#define snprintf _snprintf +#define vsnprintf _vsnprintf +#else +#define IM_NEWLINE "\n" +#endif + +#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations, Helpers +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO +#define IMGUI_DISABLE_DEMO_WINDOWS +#endif + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +static void ShowExampleAppDockSpace(bool* p_open); +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleMenuFile(); + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + +// Helper to display basic user controls. +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents)."); + ImGui::BulletText("Click and drag on any empty space to move window."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("Mouse Wheel to scroll."); + ImGui::BulletText("While editing text:\n"); + ImGui::Indent(); + ImGui::BulletText("Hold SHIFT or use mouse to select text."); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X,CTRL+C,CTRL+V to use clipboard."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- + +// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly) +static void ShowDemoWindowWidgets(); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowMisc(); + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Exceptionally add an extra assert here for people confused with initial dear imgui setup + + // Examples Apps (accessible from the "Examples" menu) + static bool show_app_dockspace = false; + static bool show_app_documents = false; + static bool show_app_main_menu_bar = false; + static bool show_app_console = false; + static bool show_app_log = false; + static bool show_app_layout = false; + static bool show_app_property_editor = false; + static bool show_app_long_text = false; + static bool show_app_auto_resize = false; + static bool show_app_constrained_resize = false; + static bool show_app_simple_overlay = false; + static bool show_app_window_titles = false; + static bool show_app_custom_rendering = false; + + if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() + if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_console) ShowExampleAppConsole(&show_app_console); + if (show_app_log) ShowExampleAppLog(&show_app_log); + if (show_app_layout) ShowExampleAppLayout(&show_app_layout); + if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); + if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); + if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); + if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); + if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); + + // Dear ImGui Apps (accessible from the "Help" menu) + static bool show_app_metrics = 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_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); } + if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool no_docking = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. Typically this isn't required! We only do it to make the Demo applications a little more welcoming. + ImVec2 main_viewport_pos = ImGui::GetMainViewport()->Pos; + ImGui::SetNextWindowPos(ImVec2(main_viewport_pos.x + 650, main_viewport_pos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. + //ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // Use 2/3 of the space for widgets and 1/3 for labels (default) + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // Use fixed width for labels (by passing a negative value), the rest goes to widgets. We choose a width proportional to our font size. + + // Menu Bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); + ImGui::MenuItem("Console", NULL, &show_app_console); + ImGui::MenuItem("Log", NULL, &show_app_log); + ImGui::MenuItem("Simple layout", NULL, &show_app_layout); + ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); + ImGui::MenuItem("Long text display", NULL, &show_app_long_text); + ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); + ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); + ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); + ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); + ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); + ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); + ImGui::MenuItem("Documents", NULL, &show_app_documents); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Help")) + { + ImGui::MenuItem("Metrics", NULL, &show_app_metrics); + ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); + ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); + ImGui::Spacing(); + + if (ImGui::CollapsingHeader("Help")) + { + ImGui::Text("PROGRAMMER GUIDE:"); + ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("Please see the comments in imgui.cpp."); + ImGui::BulletText("Please see the examples/ in application."); + ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + ImGui::Separator(); + + ImGui::Text("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) // Create a way to restore this flag otherwise we could be stuck completely! + { + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space))) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); + + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); HelpMarker(io.ConfigDockingWithShift ? "[beta] Use SHIFT to dock window into each others." : "[beta] Drag from title bar to dock windows into each others."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allows to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingTabBarOnSingleWindows", &io.ConfigDockingTabBarOnSingleWindows); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform back-ends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform back-ends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform back-ends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::TreePop(); + ImGui::Separator(); + } + + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities."); + ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags. + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasViewports); + ImGui::TreePop(); + ImGui::Separator(); + } + + if (ImGui::TreeNode("Style")) + { + ImGui::ShowStyleEditor(); + ImGui::TreePop(); + ImGui::Separator(); + } + + if (ImGui::TreeNode("Capture/Logging")) + { + ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded."); + HelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + ImGui::TextWrapped("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + if (ImGui::CollapsingHeader("Window options")) + { + ImGui::Checkbox("No titlebar", &no_titlebar); ImGui::SameLine(150); + ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300); + ImGui::Checkbox("No menu", &no_menu); + ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150); + ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300); + ImGui::Checkbox("No collapse", &no_collapse); + ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150); + ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300); + ImGui::Checkbox("No background", &no_background); + ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::Checkbox("No docking", &no_docking); + } + + // All demo contents + ShowDemoWindowWidgets(); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowColumns(); + ShowDemoWindowMisc(); + + // End of ShowDemoWindow() + ImGui::End(); +} + +static void ShowDemoWindowWidgets() +{ + if (!ImGui::CollapsingHeader("Widgets")) + return; + + if (ImGui::TreeNode("Basic")) + { + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed elements (otherwise a Text+SameLine+Button sequence will have the text a little too high by default) + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushButtonRepeat(true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopButtonRepeat(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Text("Hover over me"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip"); + + ImGui::SameLine(); + ImGui::Text("- or me"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::EndTooltip(); + } + + ImGui::Separator(); + + ImGui::LabelText("label", "Value"); + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more complete BeginCombo()/EndCombo() api. + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); + } + + { + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + static int i0 = 123; + ImGui::InputInt("input int", &i0); + ImGui::SameLine(); HelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n"); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n"); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + { + static int i1 = 50, i2 = 42; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value."); + + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%"); + + static float f1=1.00f, f2=0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + } + + { + static int i1=0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1=0.123f, f2=0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + } + + { + static float col1[3] = { 1.0f,0.0f,0.2f }; + static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // List box + const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int listbox_item_current = 1; + ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + + //static int listbox_item_current2 = 2; + //ImGui::SetNextItemWidth(-1); + //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + } + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + if (ImGui::TreeNode("Trees")) + { + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) { }; + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static bool align_label_with_current_x_position = false; + ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. + int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc. + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents. + for (int i = 0; i < 6; i++) + { + // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. + ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + if (selection_mask & (1 << i)) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked()) + node_clicked = i; + if (node_open) + { + ImGui::Text("Blah blah\nBlah Blah"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. + // Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked()) + node_clicked = i; + } + } + if (node_clicked != -1) + { + // Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame. + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + ImGui::PopStyleVar(); + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header")) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text")) + { + if (ImGui::TreeNode("Colored Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImGui::Text("Test paragraph 1:"); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + ImGui::Text("The lazy dog is a good dog. This paragraph is made to fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); + ImGui::PopTextWrapPos(); + + ImGui::Text("Test paragraph 2:"); + pos = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(pos.x + wrap_width, pos.y), ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()), IM_COL32(255,0,255,255)); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + ImGui::GetWindowDrawList()->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255,255,0,255)); + ImGui::PopTextWrapPos(); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature') + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE. + // Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application! + // Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!"); + + // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. + // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID. + // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) + // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc. + // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this. + // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), ImVec2(0,0), ImVec2(1,1), ImVec4(1.0f,1.0f,1.0f,1.0f), ImVec4(1.0f,1.0f,1.0f,0.5f)); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) region_x = 0.0f; else if (region_x > my_tex_w - region_sz) region_x = my_tex_w - region_sz; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; if (region_y < 0.0f) region_y = 0.0f; else if (region_y > my_tex_h - region_sz) region_y = my_tex_h - region_sz; + float zoom = 4.0f; + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(1.0f, 1.0f, 1.0f, 1.0f), ImVec4(1.0f, 1.0f, 1.0f, 0.5f)); + ImGui::EndTooltip(); + } + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); + int frame_padding = -1 + i; // -1 = uses default padding + if (ImGui::ImageButton(my_tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/my_tex_w,32/my_tex_h), frame_padding, ImVec4(0.0f,0.0f,0.0f,1.0f))) + pressed_count += 1; + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Combo")) + { + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview)) + flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + + // General BeginCombo() API, you have full control over your selection data and display type. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object. + if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo. + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_current == items[n]); + if (ImGui::Selectable(items[n], is_selected)) + item_current = items[n]; + if (is_selected) + ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch) + } + ImGui::EndCombo(); + } + + // Simplified one-liner Combo() API, using values packed in a single constant string + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } }; + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. When Selectable() has been clicked is returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in a different manner (in flags within objects, as an external list, etc). + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Text("3. I am not selectable"); + ImGui::Selectable("4. I am selectable", &selection[3]); + if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[4] = !selection[4]; + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selection State: Single Selection")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selection State: Multiple Selection")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; + } + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Rendering more text into the same line")) + { + // Using the Selectable() override that takes "bool* p_selected" parameter and toggle your booleans automatically. + static bool selected[3] = { false, false, false }; + ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); + ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::TreePop(); + } + if (ImGui::TreeNode("In columns")) + { + ImGui::Columns(3, NULL, false); + static bool selected[16] = { 0 }; + for (int i = 0; i < 16; i++) + { + char label[32]; sprintf(label, "Item %d", i); + if (ImGui::Selectable(label, &selected[i])) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::TreePop(); + } + if (ImGui::TreeNode("Grid")) + { + static bool selected[4*4] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true }; + for (int i = 0; i < 4*4; i++) + { + ImGui::PushID(i); + if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50))) + { + // Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. The second part of each test is unnecessary. + int x = i % 4; + int y = i / 4; + if (x > 0) { selected[i - 1] ^= 1; } + if (x < 3 && i < 15) { selected[i + 1] ^= 1; } + if (y > 0 && i > 3) { selected[i - 4] ^= 1; } + if (y < 3 && i < 12) { selected[i + 4] ^= 1; } + } + if ((i % 4) < 3) ImGui::SameLine(); + ImGui::PopID(); + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Alignment")) + { + HelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar()."); + static bool selected[3*3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3*y+x], ImGuiSelectableFlags_None, ImVec2(80,80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text Input")) + { + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Filtered Text Input")) + { + static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); + static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); + static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); + static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); + struct TextFilters { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } }; + static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); + + ImGui::Text("Password input"); + static char bufpass[64] = "password123"; + ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank); + ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Resize Callback")) + { + // If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input. + // See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string. + HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files. + // For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str). + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Plots Widgets")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + 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)); + + // Create a dummy 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 and the sizeof() of your structure in the Stride parameter. + static float values[90] = { 0 }; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset+1) % IM_ARRAYSIZE(values); + phase += 0.10f*values_offset; + refresh_time += 1.0f/60.0f; + } + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80)); + + // Use functions to generate output + // FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::Separator(); + ImGui::SetNextItemWidth(100); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); + ImGui::Separator(); + + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + if (animate) + { + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + } + + // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress; + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f/255.0f, 144.0f/255.0f, 154.0f/255.0f, 200.0f/255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a dummy default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = { }; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry + // (Note that ColorButton is already a drag source by default, unless using ImGuiColorEditFlags_NoDragDrop) + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + ImGui::Text("Color button only:"); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags, ImVec2(80,80)); + + ImGui::Text("Color picker:"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); + ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Programmatically set defaults:"); + ImGui::SameLine(); HelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_stored_as_hsv(0.23f, 1.0f, 1.0f, 1.0f); + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Data Types")) + { + // The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type, + // and passing all arguments by address. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it + // yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address + // to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Limits (as helper variables that we can take the address of) + // Note that the SliderScalar function has a maximum usable range of half the natural type maximum, hence the /2 below. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + ImGui::Text("Drags:"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f); + ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); HelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range."); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f); + ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f); + + ImGui::Text("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low^2", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", 2.0f); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams", 1.0f); + ImGui::SliderScalar("slider double low^2",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", 2.0f); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams", 1.0f); + + static bool inputs_step = true; + ImGui::Text("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx*rows+ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag and Drop")) + { + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets + // to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo. + ImGui::BulletText("Drag and drop in standard widgets"); + ImGui::Indent(); + static float col1[3] = { 1.0f,0.0f,0.2f }; + static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::Unindent(); + } + + { + ImGui::BulletText("Drag and drop to copy/swap items"); + ImGui::Indent(); + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60,60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) + { + // Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined. + // (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code). + static int item_type = 1; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + ImGui::RadioButton("Text", &item_type, 0); + ImGui::RadioButton("Button", &item_type, 1); + ImGui::RadioButton("Checkbox", &item_type, 2); + ImGui::RadioButton("SliderFloat", &item_type, 3); + ImGui::RadioButton("InputText", &item_type, 4); + ImGui::RadioButton("ColorEdit4", &item_type, 5); + ImGui::RadioButton("MenuItem", &item_type, 6); + ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 7); + ImGui::RadioButton("ListBox", &item_type, 8); + ImGui::Separator(); + bool ret = false; + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 6) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 7) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 8) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlapped) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + + 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); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true); + + // Testing IsWindowFocused() function with its various flags. Note that the flags can be combined. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. Note that the flags can be combined. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_RootWindow) = %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_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); + + ImGui::BeginChild("child", ImVec2(0, 50), true); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // 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 (with BeginPopupContextItem) 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). + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } +} + +static void ShowDemoWindowLayout() +{ + if (!ImGui::CollapsingHeader("Layout")) + return; + + if (ImGui::TreeNode("Child windows")) + { + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + static int line = 50; + bool goto_line = ImGui::Button("Goto"); + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0); + ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); + for (int i = 0; i < 100; i++) + { + ImGui::Text("%04d: scrollable region", i); + if (goto_line && line == i) + ImGui::SetScrollHereY(); + } + if (goto_line && line >= 100) + ImGui::SetScrollHereY(); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar); + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Columns(2); + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); + ImGui::NextColumn(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + ImGui::Separator(); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position the child window (because the child window is an item from the POV of the parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window) + // See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this. + { + ImGui::SetCursorPosX(50); + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None); + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::PopStyleColor(); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Widgets Width")) + { + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + static float f = 0.0f; + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("float##1", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetWindowWidth() * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of window width."); + ImGui::SetNextItemWidth(ImGui::GetWindowWidth() * 0.5f); + ImGui::DragFloat("float##2", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::SetNextItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3", &f); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::SetNextItemWidth(-100); + ImGui::DragFloat("float##4", &f); + + // Demonstrate using PushItemWidth to surround three items. Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-1); + ImGui::DragFloat("float##5a", &f); + ImGui::DragFloat("float##5b", &f); + ImGui::DragFloat("float##5c", &f); + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + ImGui::Text("Manually wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tabs")) + { + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + if (n > 0) { ImGui::SameLine(); } + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n])) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Groups")) + { + HelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x)*0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::ListBoxHeader("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::ListBoxFooter(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Text Baseline Alignment")) + { + HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets. + ImGui::Text("Text aligned to Widget"); ImGui::SameLine(); + ImGui::Button("Widget##1"); ImGui::SameLine(); + ImGui::Text("Widget"); ImGui::SameLine(); + ImGui::SmallButton("Widget##2"); ImGui::SameLine(); + ImGui::Button("Widget##3"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). + bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Scrolling")) + { + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); + + static bool track = true; + static int track_line = 50, scroll_to_px = 200; + ImGui::Checkbox("Track", &track); + ImGui::PushItemWidth(100); + ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); + bool scroll_to = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px"); + ImGui::PopItemWidth(); + if (scroll_to) track = false; + + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true); + if (scroll_to) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); + for (int line = 0; line < 100; line++) + { + if (track && line == track_line) + { + ImGui::TextColored(ImVec4(1,1,0,1), "Line %d", line); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Line %d", line); + } + } + float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Horizontal Scrolling")) + { + HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off + // manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API) + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : num_buf; + float hue = n*0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) { scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) { scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window) + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Clipping")) + { + static ImVec2 size(100, 100), offset(50, 20); + ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost."); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag)"); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); + ImGui::InvisibleButton("##dummy", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } + ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x + size.x, pos.y + size.y), IM_COL32(90, 90, 120, 255)); + ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32(255, 255, 255, 255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowPopups() +{ + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped("When a popup is active, it inhibits interacting with windows that are behind the popup. Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup + // (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::Text("Aquarium"); + ImGui::Separator(); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("File Menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup")) + { + ShowExampleMenuFile(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Context menus")) + { + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (IsItemHovered() && IsMouseReleased(0)) + // OpenPopup(id); + // return BeginPopup(id); + // For more advanced uses you may want to replicate and cuztomize this code. This the comments inside BeginPopupContextItem() implementation. + static float value = 0.5f; + ImGui::Text("Value = %.3f (<-- right-click here)", value); + if (ImGui::BeginPopupContextItem("item context menu")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-1); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the Begin call. + // So here we will make it that clicking on the text field with the right mouse button (1) will toggle the visibility of the popup above. + ImGui::Text("(You can also right-click me to open the same popup as above.)"); + ImGui::OpenPopupOnItemClick("item context menu", 1); + + // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem(). + // BeginPopupContextItem() will use the last item ID as the popup ID. + // In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details) + static char name[32] = "Label1"; + char buf[64]; sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); + ImGui::Separator(); + + //static int dummy_i = 0; + //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Dummy menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f,0.7f,0.0f,0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which will close the popup. + // Note that the visibility state of popups is owned by imgui, so the input value of the bool actually doesn't matter here. + bool dummy_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &dummy_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + // NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above. + // To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here + // would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus. + ImGui::PushID("foo"); + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::PopID(); + ImGui::Separator(); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowColumns() +{ + if (!ImGui::CollapsingHeader("Columns")) + return; + + ImGui::PushID("Columns"); + + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo columns can use the full window width."); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // Basic columns + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-1,0))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(4, NULL, v_borders); + for (int i = 0; i < 4*3; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-1.0f, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Scrolling columns + /* + if (ImGui::TreeNode("Vertical Scrolling")) + { + ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); + ImGui::Columns(3); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::EndChild(); + ImGui::BeginChild("##scrollingregion", ImVec2(0, 60)); + ImGui::Columns(3); + for (int i = 0; i < 10; i++) + { + ImGui::Text("%04d", i); ImGui::NextColumn(); + ImGui::Text("Foobar"); ImGui::NextColumn(); + ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + */ + + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 5; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + if (disable_indent) + ImGui::PopStyleVar(); + ImGui::PopID(); +} + +static void ShowDemoWindowMisc() +{ + if (ImGui::CollapsingHeader("Filtering")) + { + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + } + + if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("WantTextInput: %d", io.WantTextInput); + ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + + if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + + ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } + ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } + ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } + ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); } + + ImGui::Button("Hovering me sets the\nkeyboard capture flag"); + if (ImGui::IsItemHovered()) + ImGui::CaptureKeyboardFromApp(true); + ImGui::SameLine(); + ImGui::Button("Holding me clears the\nthe keyboard capture flag"); + if (ImGui::IsItemActive()) + ImGui::CaptureKeyboardFromApp(false); + + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "dummy"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushAllowKeyboardFocus(false); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + //ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets."); + ImGui::PopAllowKeyboardFocus(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushAllowKeyboardFocus(false); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::PopAllowKeyboardFocus(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d", + button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f)); + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold) + // You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta() + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):\n w/ default threshold: (%.1f, %.1f),\n w/ zero threshold: (%.1f, %.1f)\nMouseDelta: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y, value_raw.x, value_raw.y, mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Mouse cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]); + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered() || ImGui::IsItemFocused()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from ImGui Demo -> Help -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Separator(); + ImGui::Text("By Omar Cornut and all dear imgui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove); + if (copy_to_clipboard) + ImGui::LogToClipboard(); + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); + if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingTabBarOnSingleWindows) ImGui::Text("io.ConfigDockingTabBarOnSingleWindows"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + ImGui::LogFinish(); + ImGui::EndChildFrame(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Classic\0Dark\0Light\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsClassic(); break; + case 1: ImGui::StyleColorsDark(); break; + case 2: ImGui::StyleColorsLight(); break; + } + return true; + } + return false; +} + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (int n = 0; n < io.Fonts->Fonts.Size; n++) + { + ImFont* font = io.Fonts->Fonts[n]; + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and documentation in misc/fonts/ for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to an internally stored reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool window_border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &window_border)) style.WindowBorderSize = window_border ? 1.0f : 0.0f; } + ImGui::SameLine(); + { bool frame_border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &frame_border)) style.FrameBorderSize = frame_border ? 1.0f : 0.0f; } + ImGui::SameLine(); + { bool popup_border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &popup_border)) style.PopupBorderSize = popup_border ? 1.0f : 0.0f; } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::Text("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + ImGui::Text("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::Text("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::Text("Alignment"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export Unsaved")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine(); + ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); + ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine(); + HelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu."); + + ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); + ImGui::PushItemWidth(-160); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons. + // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i]; + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading."); + ImGui::PushItemWidth(120); + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + ImGui::PushID(font); + bool font_details_opened = ImGui::TreeNode(font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; } + if (font_details_opened) + { + ImGui::PushFont(font); + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::PopFont(); + ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font + ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); + ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); + ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); + const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); + ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); + if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + // Display all glyphs of the fonts in separate pages of 256 characters + for (int base = 0; base < 0x10000; base += 256) + { + int count = 0; + for (int n = 0; n < 256; n++) + count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0; + if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + { + float cell_size = font->FontSize * 1; + float cell_spacing = style.ItemSpacing.y; + ImVec2 base_pos = ImGui::GetCursorScreenPos(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 256; n++) + { + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base + n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string. + if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) + { + ImGui::BeginTooltip(); + ImGui::Text("Codepoint: U+%04X", base + n); + ImGui::Separator(); + ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX); + ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + ImGui::EndTooltip(); + } + } + ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::PopID(); + } + if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col); + ImGui::TreePop(); + } + + static float window_scale = 1.0f; + if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(100); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window we Begin()-ed into (the window needs the ImGuiWindowFlags_MenuBar flag) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only (future version will add flags to BeginMenu to process shortcuts) +static void ShowExampleMenuFile() +{ + ImGui::MenuItem("(dummy menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + ImGui::Separator(); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), true); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + static bool b = true; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::Checkbox("Check", &b); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x+sz, p.y+sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches. + AutoScroll = true; + ScrollToBottom = true; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + free(History[i]); + } + + // Portable helpers + static int Stricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; } + static int Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; } + static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)str, len); } + static void Strtrim(char* str) { char* str_end = str + strlen(str); while (str_end > str && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + free(Items[i]); + Items.clear(); + ScrollToBottom = true; + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + if (AutoScroll) + ScrollToBottom = true; + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped("This example implements a console with basic coloring, completion and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); + if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true; + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) + if (AutoScroll) + ScrollToBottom = true; + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text + ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); // Leave room for 1 separator + 1 InputText + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items. + // You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements. + // To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with: + // ImGuiListClipper clipper(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // However, note that you can not use this code as is if a filter is active because it breaks the 'cheap random-access' property. We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage to improve this example code! + // If your items are of variable size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (int i = 0; i < Items.Size; i++) + { + const char* item = Items[i]; + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item (e.g. make Items[] an array of structure, store color/type etc.) + bool pop_color = false; + if (strstr(item, "[error]")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); pop_color = true; } + else if (strncmp(item, "# ", 2) == 0) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.8f, 0.6f, 1.0f)); pop_color = true; } + ImGui::TextUnformatted(item); + if (pop_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + if (ScrollToBottom) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + ImGui::PopStyleVar(); + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size-1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + free(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On commad input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end-word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing + data->DeleteChars((int)(word_start-data->Buf), (int)(word_end-word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can, so inputing "C" will complete to "CL" and display "CLEAR" and "CLASSIFY" + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end-word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppLog() + { + AutoScroll = true; + ScrollToBottom = false; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + if (AutoScroll) + ScrollToBottom = true; + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) + if (AutoScroll) + ScrollToBottom = true; + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar); + + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have a random access on the result on our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of search/filter. + // especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines. + // Here we instead demonstrate using the clipper to only process lines that are within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended. + // Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height, + // both of which we can handle since we an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper. + // Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries) + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + if (ScrollToBottom) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + for (int n = 0; n < 5; n++) + { + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // left + static int selected = 0; + ImGui::BeginChild("left pane", ImVec2(150, 0), true); + for (int i = 0; i < 100; i++) + { + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + ImGui::SameLine(); + + // right + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- + +// Demonstrate create a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + + HelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API."); + + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2)); + ImGui::Columns(2); + ImGui::Separator(); + + struct funcs + { + static void ShowDummyObject(const char* prefix, int uid) + { + ImGui::PushID(uid); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. + ImGui::AlignTextToFramePadding(); // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high. + bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); + ImGui::NextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::Text("my sailor is rich"); + ImGui::NextColumn(); + if (node_open) + { + static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f }; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); // Use field index as identifier. + if (i < 2) + { + ShowDummyObject("Child", 424242); + } + else + { + // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) + ImGui::AlignTextToFramePadding(); + ImGui::TreeNodeEx("Field", ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet, "Field_%d", i); + ImGui::NextColumn(); + ImGui::SetNextItemWidth(-1); + if (i >= 5) + ImGui::InputFloat("##value", &dummy_members[i], 1.0f); + else + ImGui::DragFloat("##value", &dummy_members[i], 0.01f); + ImGui::NextColumn(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + ImGui::PopID(); + } + }; + + // Iterate dummy objects with dummy members (all the same data) + for (int obj_i = 0; obj_i < 3; obj_i++) + funcs::ShowDummyObject("Object", obj_i); + + ImGui::Columns(1); + ImGui::Separator(); + ImGui::PopStyleVar(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines+i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0)); + ImGuiListClipper clipper(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + + static int lines = 10; + ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints // Helper functions to demonstrate programmatic constraints + { + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } + static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } + }; + + static bool auto_resize = false; + static int type = 0; + static int display_lines = 10; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step + + ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) + { + const char* desc[] = + { + "Resize vertical only", + "Resize horizontal only", + "Width > 100, Height > 100", + "Width 400-500", + "Height 400-500", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(200); + ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc)); + ImGui::SetNextItemWidth(200); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + // FIXME-VIEWPORT: Select a default viewport + const float DISTANCE = 10.0f; + static int corner = 0; + ImGuiIO& io = ImGui::GetIO(); + if (corner != -1) + { + ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 window_pos = ImVec2((corner & 1) ? (viewport->Pos.x + viewport->Size.x - DISTANCE) : (viewport->Pos.x + DISTANCE), (corner & 2) ? (viewport->Pos.y + viewport->Size.y - DISTANCE) : (viewport->Pos.y + DISTANCE)); + ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav)) + { + ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; + if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; + if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; + if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; + if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate using "##" and "###" in identifiers to manipulate ID generation. +// This apply to all regular items as well. Read FAQ section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details. +static void ShowExampleAppWindowTitles(bool*) +{ + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(100, 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(100, 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc. + // Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4. + // ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types) + // In this example we are not using the maths operators! + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + if (ImGui::BeginTabBar("##TabBar")) + { + // Primitives + if (ImGui::BeginTabItem("Primitives")) + { + static float sz = 36.0f; + static float thickness = 3.0f; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::ColorEdit4("Color", &colf.x); + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + float x = p.x + 4.0f, y = p.y + 4.0f; + float spacing = 10.0f; + ImDrawCornerFlags corners_none = 0; + ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; + ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th); x += sz + spacing; // Triangle + draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static bool adding_line = false; + if (ImGui::Button("Clear")) points.clear(); + if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } } + ImGui::Text("Left-click and drag to add lines,\nRight-click to undo"); + + // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered() + // But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos(). + // If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max). + ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_size.x < 50.0f) canvas_size.x = 50.0f; + if (canvas_size.y < 50.0f) canvas_size.y = 50.0f; + draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255)); + draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255)); + + bool adding_preview = false; + ImGui::InvisibleButton("canvas", canvas_size); + ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y); + if (adding_line) + { + adding_preview = true; + points.push_back(mouse_pos_in_canvas); + if (!ImGui::IsMouseDown(0)) + adding_line = adding_preview = false; + } + if (ImGui::IsItemHovered()) + { + if (!adding_line && ImGui::IsMouseClicked(0)) + { + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (ImGui::IsMouseClicked(1) && !points.empty()) + { + adding_line = adding_preview = false; + points.pop_back(); + points.pop_back(); + } + } + draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.) + for (int i = 0; i < points.Size - 1; i += 2) + draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + if (adding_preview) + points.pop_back(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10); + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note that you already dock windows into each others _without_ a DockSpace() by just holding SHIFT when moving a window. +// DockSpace() is only useful to construct to a central location for your application. +void ShowExampleAppDockSpace(bool* p_open) +{ + static bool opt_fullscreen_persistant = true; + bool opt_fullscreen = opt_fullscreen_persistant; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->Pos); + ImGui::SetNextWindowSize(viewport->Size); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Docking")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + //ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen_persistant); + + if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_NoResize; + if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; + ImGui::Separator(); + if (ImGui::MenuItem("Close DockSpace", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n\n" + " > if io.ConfigDockingWithShift==false (default):" "\n" + " drag windows from title bar to dock" "\n" + " > if io.ConfigDockingWithShift==true:" "\n" + " drag windows from anywhere and hold Shift to dock" "\n\n" + "This demo app has nothing to do with it!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window. This is useful so you can decorate your main application window (e.g. with a menu bar)." "\n\n" + "ImGui::DockSpace() comes with one hard constraint: it needs to be submitted _before_ any window which may be docked into it. Therefore, if you use a dock spot as the central point of your application, you'll probably want it to be part of the very first window you are submitting to imgui every frame." "\n\n" + "(NB: because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, because that window is submitted as part of the NewFrame() call. An easy workaround is that you can create your own implicit \"Debug##2\" window after calling DockSpace() and leave it in the window stack for anyone to use.)" + ); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + const char* Name; // Document title + bool Open; // Set when the document is open (in this demo, we keep an array of all available documents to simplify the demo) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f)) + { + Name = name; + Open = OpenPrev = open; + Dirty = false; + WantClose = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoQueueClose() { WantClose = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } + + // Display dummy contents for the Document + static void DisplayContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + if (ImGui::Button("Modify", ImVec2(100, 0))) + doc->Dirty = true; + ImGui::SameLine(); + if (ImGui::Button("Save", ImVec2(100, 0))) + doc->DoSave(); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + static void DisplayContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) + doc->DoQueueClose(); + ImGui::EndPopup(); + } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("A Rather Long Title", false)); + Documents.push_back(MyDocument("Some Document", false)); + } +}; + +// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. +// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, as opposed +// to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence. +// During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar +// will report no selected tab during the frame. This will effectively give the impression of a flicker for one frame. +// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. +// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. +static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) +{ + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open && doc->OpenPrev) + ImGui::SetTabItemClosed(doc->Name); + doc->OpenPrev = doc->Open; + } +} + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + open_count += app.Documents[doc_n].Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + if (ImGui::MenuItem(doc->Name)) + doc->DoOpen(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + app.Documents[doc_n].DoQueueClose(); + if (ImGui::MenuItem("Exit", "Alt+F4")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(doc); + if (ImGui::Checkbox(doc->Name, &doc->Open)) + if (!doc->Open) + doc->DoForceClose(); + ImGui::PopID(); + } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } + + ImGui::Separator(); + + // Tabs + if (opt_target == Target_Tab) + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + NotifyOfDocumentsClosedElsewhere(app); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + { + MyDocument::DisplayContents(doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + NotifyOfDocumentsClosedElsewhere(app); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + MyDocument::DisplayContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Update closing queue + static ImVector close_queue; + if (close_queue.empty()) + { + // Close queue is locked once we started a popup + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc->WantClose) + { + doc->WantClose = false; + close_queue.push_back(doc); + } + } + } + + // Display closing confirmation UI + if (!close_queue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?")) + { + ImGui::Text("Save change to the following items?"); + ImGui::SetNextItemWidth(-1.0f); + if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + ImGui::ListBoxFooter(); + } + + if (ImGui::Button("Yes", ImVec2(80, 0))) + { + for (int n = 0; n < close_queue.Size; n++) + { + if (close_queue[n]->Dirty) + close_queue[n]->DoSave(); + close_queue[n]->DoForceClose(); + } + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", ImVec2(80, 0))) + { + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(80, 0))) + { + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} + +#endif diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_draw.cpp b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_draw.cpp new file mode 100644 index 00000000..5301f747 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_draw.cpp @@ -0,0 +1,3356 @@ +// dear imgui, v1.70 WIP +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // vsnprintf, sscanf, printf +#if !defined(alloca) +#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) +#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) +#elif defined(_WIN32) +#include // alloca +#if !defined(alloca) +#define alloca _alloca // for clang with MS Codegen +#endif +#else +#include // alloca +#endif +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wunknown-pragmas" // [Bruno Levy] 05/23/2016: so that it does not complain on older compilers +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wcomma") +#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here // +#endif +#if __has_warning("-Wreserved-id-macro") +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#if __GNUC__ >= 8 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#endif + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // +#endif + +#ifdef __GNUC__ +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#define STBRP_STATIC +#define STBRP_ASSERT(x) IM_ASSERT(x) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) IM_ASSERT(x) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloorStd(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif + +#ifdef __GNUC__ +#pragma GCC diagnostic pop +#endif + +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.70f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + Font = NULL; + FontSize = 0.0f; + CurveTessellationTol = 0.0f; + ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + + // Const data + for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); + CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a)); + } +} + +void ImDrawList::Clear() +{ + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _ChannelsCurrent = 0; + _ChannelsCount = 1; + // NB: Do not clear channels so our allocations are re-used after the first frame. +} + +void ImDrawList::ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _ChannelsCurrent = 0; + _ChannelsCount = 1; + for (int i = 0; i < _Channels.Size; i++) + { + if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i].CmdBuffer.clear(); + _Channels[i].IdxBuffer.clear(); + } + _Channels.clear(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds +#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) +#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL) + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = GetCurrentClipRect(); + draw_cmd.TextureId = GetCurrentTextureId(); + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +{ + ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL) + { + AddDrawCmd(); + current_cmd = &CmdBuffer.back(); + } + current_cmd->UserCallback = callback; + current_cmd->UserCallbackData = callback_data; + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::UpdateClipRect() +{ + // If current command is used with different settings we need to add a new command + const ImVec4 curr_clip_rect = GetCurrentClipRect(); + ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->ClipRect = curr_clip_rect; +} + +void ImDrawList::UpdateTextureID() +{ + // If current command is used with different settings we need to add a new command + const ImTextureID curr_texture_id = GetCurrentTextureId(); + ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; + if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL) + { + AddDrawCmd(); + return; + } + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; + if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); + else + curr_cmd->TextureId = curr_texture_id; +} + +#undef GetCurrentClipRect +#undef GetCurrentTextureId + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect && _ClipRectStack.Size) + { + ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1]; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + UpdateClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + IM_ASSERT(_ClipRectStack.Size > 0); + _ClipRectStack.pop_back(); + UpdateClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + UpdateTextureID(); +} + +void ImDrawList::PopTextureID() +{ + IM_ASSERT(_TextureIdStack.Size > 0); + _TextureIdStack.pop_back(); + UpdateTextureID(); +} + +void ImDrawList::ChannelsSplit(int channels_count) +{ + IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _ChannelsCount = channels_count; + + // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer + // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i].CmdBuffer.resize(0); + _Channels[i].IdxBuffer.resize(0); + } + if (_Channels[i].CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _ClipRectStack.back(); + draw_cmd.TextureId = _TextureIdStack.back(); + _Channels[i].CmdBuffer.push_back(draw_cmd); + } + } +} + +void ImDrawList::ChannelsMerge() +{ + // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_ChannelsCount <= 1) + return; + + ChannelsSetCurrent(0); + if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) + CmdBuffer.pop_back(); + + int new_cmd_buffer_count = 0, new_idx_buffer_count = 0; + for (int i = 1; i < _ChannelsCount; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) + ch.CmdBuffer.pop_back(); + new_cmd_buffer_count += ch.CmdBuffer.Size; + new_idx_buffer_count += ch.IdxBuffer.Size; + } + CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); + IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); + + ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; + _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _ChannelsCount; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; } + } + UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + _ChannelsCount = 1; +} + +void ImDrawList::ChannelsSetCurrent(int idx) +{ + IM_ASSERT(idx < _ChannelsCount); + if (_ChannelsCurrent == idx) return; + memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times + memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer)); + _ChannelsCurrent = idx; + memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer)); + memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer)); + _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size; +} + +// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; + draw_cmd.ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. +// Those macros expects l-values. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) +{ + if (points_count < 2) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + int count = points_count; + if (!closed) + count = points_count-1; + + const bool thick_line = thickness > 1.0f; + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + const int idx_count = thick_line ? count*18 : count*12; + const int vtx_count = thick_line ? points_count*4 : points_count*3; + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630 + ImVec2* temp_points = temp_normals + points_count; + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count-1] = temp_normals[points_count-2]; + + if (!thick_line) + { + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * AA_SIZE; + temp_points[1] = points[0] - temp_normals[0] * AA_SIZE; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE; + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3; + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y) + dm_x *= AA_SIZE; + dm_y *= AA_SIZE; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0); + _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1); + _IdxWritePtr += 12; + + idx1 = idx2; + } + + // Add vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; + _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans; + _VtxWritePtr += 3; + } + } + else + { + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness); + temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); + } + + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4; + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertexes + ImVec2* out_vtx = &temp_points[i2*4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertexes + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Stroke + const int idx_count = count*6; + const int vtx_count = count*4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1+1) == points_count ? 0 : i1+1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = 1.0f; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count-2)*3 + points_count*6; + const int vtx_count = (points_count*2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx+1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1)); + _IdxWritePtr += 3; + } + + // Compute normals + ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count-2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius == 0.0f || a_min_of_12 > a_max_of_12) + { + _Path.push_back(centre); + return; + } + _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); + for (int a = a_min_of_12; a <= a_max_of_12; a++) + { + const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; + _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + } +} + +void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +{ + if (radius == 0.0f) + { + _Path.push_back(centre); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + } +} + +static void PathBezierToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f; + float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f; + float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f; + float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; + float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; + float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; + + PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); + PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); + } +} + +void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + // Auto-tessellated + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + float t = t_step * i_step; + float u = 1.0f - t; + float w1 = u*u*u; + float w2 = 3*u*u*t; + float w3 = 3*u*t*t; + float w4 = t*t*t; + _Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y)); + } + } +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +{ + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding <= 0.0f || rounding_corners == 0) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f; + const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f; + const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f; + const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(a + ImVec2(0.5f,0.5f)); + PathLineTo(b + ImVec2(0.5f,0.5f)); + PathStroke(col, false, thickness); +} + +// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + else + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, true, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding > 0.0f) + { + PathRect(a, b, rounding, rounding_corners_flags); + PathFillConvex(col); + } + else + { + PrimReserve(6, 4); + PrimRect(a, b, col); + } +} + +void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); + PrimWriteVtx(a, uv, col_upr_left); + PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); + PrimWriteVtx(c, uv, col_bot_right); + PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathLineTo(d); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(a); + PathLineTo(b); + PathLineTo(c); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(pos0); + PathBezierCurveTo(cp0, cp1, pos1, num_segments); + PathStroke(col, false, thickness); +} + +void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _ClipRectStack.back(); + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(a, b, uv_a, uv_b, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + { + AddImage(user_texture_id, a, b, uv_a, uv_b, col); + return; + } + + const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(a, b, rounding, rounding_corners); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + + if (push_texture_id) + PopTextureID(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + FontData = NULL; + FontDataSize = 0; + FontDataOwnedByAtlas = true; + FontNo = 0; + SizePixels = 0.0f; + OversampleH = 3; // FIXME: 2 may be a better default? + OversampleV = 1; + PixelSnapH = false; + GlyphExtraSpacing = ImVec2(0.0f, 0.0f); + GlyphOffset = ImVec2(0.0f, 0.0f); + GlyphRanges = NULL; + GlyphMinAdvanceX = 0.0f; + GlyphMaxAdvanceX = FLT_MAX; + MergeMode = false; + RasterizerFlags = 0x00; + RasterizerMultiply = 1.0f; + memset(Name, 0, sizeof(Name)); + DstFont = NULL; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes. +const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " + "X - X.X - X.....X - X.....X -X...X - X...X- X..X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X " + " X..X - X...X - X...X - X..X X..X - - X........X " + " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " + "------------ - X - X -X.....................X- ------------------" + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand +}; + +ImFontAtlas::ImFontAtlas() +{ + Locked = false; + Flags = ImFontAtlasFlags_None; + TexID = (ImTextureID)NULL; + TexDesiredWidth = 0; + TexGlyphPadding = 1; + + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexWidth = TexHeight = 0; + TexUvScale = ImVec2(0.0f, 0.0f); + TexUvWhitePixel = ImVec2(0.0f, 0.0f); + for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) + CustomRectIds[n] = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < ConfigData.Size; i++) + if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + { + IM_FREE(ConfigData[i].FontData); + ConfigData[i].FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (int i = 0; i < Fonts.Size; i++) + if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) + { + Fonts[i]->ConfigData = NULL; + Fonts[i]->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) + CustomRectIds[n] = -1; +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < Fonts.Size; i++) + IM_DELETE(Fonts[i]); + Fonts.clear(); +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + { + if (ConfigData.empty()) + AddFontDefault(); + Build(); + } + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + // Invalidate texture + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char *input); +static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length); +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + font->DisplayOffset.y = 1.0f; + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT(0); // Could not load file. + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontData = ttf_data; + font_cfg.FontDataSize = ttf_size; + font_cfg.SizePixels = size_pixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) +{ + IM_ASSERT(id >= 0x10000); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + CustomRect r; + r.ID = id; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + CustomRect r; + r.ID = id; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(CustomRectIds[0] != -1); + ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]]; + IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + return ImFontAtlasBuildWithStbTruetype(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride) + for (int i = 0; i < w; i++) + data[i] = table[data[i]]; +} + +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const int* it_begin = in->Storage.begin(); + const int* it_end = in->Storage.end(); + for (const int* it = it_begin; it < it_end; it++) + if (int entries_32 = *it) + for (int bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & (1 << bit_n)) + out->push_back((int)((it - it_begin) << 5) + bit_n); +} + +bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + if (src_tmp.DstIndex == -1) + return false; + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + return false; + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint, true); + dst_tmp.GlyphsSet.SetBit(codepoint, true); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + + // [Bruno Levy]: replaced "={}" with memset() (={} generates a warning on MSVC). + stbtt_pack_context spc; + memset(&spc, 0, sizeof(spc)); + + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + + const float char_advance_x_org = pc.xadvance; + const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); + float char_off_x = font_off_x; + if (char_advance_x_org != char_advance_x_mod) + char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + + // Register glyph + stbtt_aligned_quad q; + float dummy_x = 0.0f, dummy_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); + dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod); + } + } + + // Cleanup temporary (ImVector doesn't honor destructor) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + src_tmp_array[src_i].~ImFontBuildSrcData(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas) +{ + if (atlas->CustomRectIds[0] >= 0) + return; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2); +} + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + font->ConfigData = font_config; + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } + font->ConfigDataCount++; +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = pack_rects[i].x; + user_rects[i].Y = pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->CustomRectIds[0] >= 0); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; + IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); + IM_ASSERT(r.IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++) + for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++) + { + const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w; + const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; + atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; + } + } + else + { + IM_ASSERT(r.Width == 2 && r.Height == 2); + const int offset = (int)(r.X) + (int)(r.Y) * w; + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y); +} + +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data block + ImFontAtlasBuildRenderDefaultTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlas::CustomRect& r = atlas->CustomRects[i]; + if (r.Font == NULL || r.ID > 0x10000) + continue; + + IM_ASSERT(r.Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(&r, &uv0, &uv1); + r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX); + } + + // Build all fonts lookup tables + for (int i = 0; i < atlas->Fonts.Size; i++) + if (atlas->Fonts[i]->DirtyLookupTables) + atlas->Fonts[i]->BuildLookupTable(); +} + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD79D, // Korean characters + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas glyph ranges helpers +//------------------------------------------------------------------------- + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 1946 common ideograms code points for Japanese + // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering + // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18, + 5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15, + 2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1, + 2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12, + 20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9, + 4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3, + 3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23, + 8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2, + 3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14, + 15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5, + 1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12, + 12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16, + 22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2, + 5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2, + 1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7, + 1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14, + 11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25, + 15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18, + 5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5, + 3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15, + 18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1, + 27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4, + 1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41, + 1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2, + 10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159, + 179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6, + 3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1, + 3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2, + 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, + 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, + 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, + 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF // Half-width characters + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + if (c < 0x10000) + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (ImWchar c = ranges[0]; c <= ranges[1]; c++) + AddChar(c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + for (int n = 0; n < 0x10000; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < 0x10000 && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)'?'; + DisplayOffset = ImVec2(0.0f, 0.0f); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); + } + + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; +} + +void ImFont::SetFallbackChar(ImWchar c) +{ + FallbackChar = c; + BuildLookupTable(); +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (ImWchar)codepoint; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX + + if (ConfigData->PixelSnapH) + glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + int index_size = IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +{ + if (c >= IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +{ + // Simple word-wrapping for English, not full-featured. Please submit failing cases! + // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) + + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) + break; + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width >= wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +{ + if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded. + return; + if (const ImFontGlyph* glyph = FindGlyph(c)) + { + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.y; + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + } +} + +void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + pos.x = (float)(int)pos.x + DisplayOffset.x; + pos.y = (float)(int)pos.y + DisplayOffset.y; + float x = pos.x; + float y = pos.y; + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y && !word_wrap_enabled) + while (y + line_height < clip_rect.y && s < text_end) + { + s = (const char*)memchr(s, '\n', text_end - s); + s = s ? s + 1 : text_end; + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + x = pos.x; + y += line_height; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + x = pos.x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + float char_width = 0.0f; + if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c)) + { + char_width = glyph->AdvanceX * scale; + + // Arbitrarily assume that both space and tabs are empty glyphs as an optimization + if (c != ' ' && c != '\t') + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); + idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write += 4; + vtx_current_idx += 4; + idx_write += 6; + } + } + } + } + + x += char_width; + } + + // Give back unused vertices + draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data)); + draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data)); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size; +} + +//----------------------------------------------------------------------------- +// [SECTION] Internal Render Helpers +// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state) +//----------------------------------------------------------------------------- +// - RenderMouseCursor() +// - RenderArrowDockMenu() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +// - RenderPixelEllipsis() +//----------------------------------------------------------------------------- + +void ImGui::RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +{ + if (mouse_cursor == ImGuiMouseCursor_None) + return; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + + const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); + const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black + const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White + + ImGuiContext& g = *GImGui; + ImFontAtlas* font_atlas = g.IO.Fonts; + ImVec2 offset, size, uv[4]; + if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + { + pos -= offset; + const ImTextureID tex_id = font_atlas->TexID; + + // We need to account for the possibility of the mouse cursor straddling multiple viewports... + for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_n]; + if (!viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + + ImDrawList* draw_list = GetForegroundDrawList(viewport); + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } + } +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.10f, sz * 0.15f), p_min + ImVec2(sz * 0.70f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.40f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + } + } + draw_list->PathFillConvex(col); +} + +// For CTRL+TAB within a docking node we need to render the dimming background in 8 steps +// (Because the root node renders the background in one shot, in order to avoid flickering when a child dock node is not submitted) +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); +} + +// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, +// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match +// the boldness or positioning of what the font uses... +void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col) +{ + ImFont* font = draw_list->_Data->Font; + const float font_scale = draw_list->_Data->FontSize / font->FontSize; + pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f); + for (int dot_n = 0; dot_n < count; dot_n++) + draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen, i; + + blocklen = buflen % 5552; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + unsigned int olen; + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) +// Download and more information at http://upperbounds.net +//----------------------------------------------------------------------------- +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +//----------------------------------------------------------------------------- +static const char proggy_clean_ttf_compressed_data_base85[11980+1] = + "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" + "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_&#w+F%HtG9M#XL`N&.,GM4Pg;--VsM.M0rJfLH2eTM`*oJMHRC`N" + "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`�j@'DbG&#^$PG.Ll+DNa&VZ>1i%h1S9u5o@YaaW$e+bROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc." + "x]Ip.PH^'/aqUO/$1WxLoW0[iLAw=4h(9.`G" + "CRUxHPeR`5Mjol(dUWxZa(>STrPkrJiWx`5U7F#.g*jrohGg`cg:lSTvEY/EV_7H4Q9[Z%cnv;JQYZ5q.l7Zeas:HOIZOB?Ggv:[7MI2k).'2($5FNP&EQ(,)" + 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00000000..2bbb14e9 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_android.cpp @@ -0,0 +1,606 @@ +// ImGui Platform Binding for: Android +// [Bruno Levy] Sun Aug 19 08:01:39 CEST 2018 +// Note: not part (yet) of the official ImGui distribution +// +// Note: to use, include in the CMakeLists.txt that compiles this file: +// if(ANDROID) +// target_include_directories(geogram_gfx_third_party PRIVATE +// ${ANDROID_NDK}/sources/android/native_app_glue +// ) +// endif() + +// What works: +// Rendering with OpenGL ES 2.x +// Fingers/Stylus/Mouse interaction +// Virtual and physical keyboard interaction + +// TODO (Bugs to be fixed): +// ------------------------ +// - soft keyboard directional keys do not always work +// (it depends on the used keyboard, +// for some keyboards, they work a little bit, randomly, +// for some others they work...) +// - right mouse button is not super-responsive + +// TODO (Improvements): +// -------------------- +// - UTF8 text input (probably not very difficult to add). +// +// - mouse cursors (https://developer.android.com/about/versions/nougat/android-7.0#custom_pointer_api) +// (need to overload Java function, cannot do that with native_glue I think, unless we can change +// methods of an existing Java object with JNI) +// +// - setMousePos + + +#ifdef __ANDROID__ + +#include "imgui.h" +#include "imgui_impl_android.h" + +#include +#include +#include + +#include +#include +#include +#include +#include + +#include +#include +#include +#include + +// Pulled this dependency on Application: +// - for the constants in geogram_gfx/gui/events.h +// - to quit the application if the back key is pressed +// (by calling Application::instance()->stop() +// (TODO: it is probably possible to use the 'default behavior' of +// the 'back' button instead, by returning the correct value in +// the event handler, to be investigated) + +using namespace GEO; + +namespace { + inline int decode_action(int action) { + switch(action) { + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_DOWN: + return EVENT_ACTION_DOWN; + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + case AMOTION_EVENT_ACTION_UP: + return EVENT_ACTION_UP; + case AMOTION_EVENT_ACTION_MOVE: + return EVENT_ACTION_DRAG; + } + return EVENT_ACTION_UNKNOWN; + } + + struct android_app* g_app = nullptr; + double g_Time = 0.0; + float g_mouseX = 0.0f; + float g_mouseY = 0.0f; + bool g_mousePressed[5] = {false, false, false, false, false}; + int g_mouseJustPressed[5] = {0, 0, 0, 0, 0}; + bool g_resetKeys = false; + ImGui_ImplAndroid_MouseUserCallback g_mouse_CB = nullptr; + + inline ImVec2 barycenter(const ImVec2& p1, const ImVec2& p2) { + return ImVec2(0.5f*(p1.x+p1.x), 0.5f*(p1.y+p2.y)); + } + + inline float distance(const ImVec2& p1, const ImVec2& p2) { + return ::sqrtf((p2.x-p1.x)*(p2.x-p1.x) + (p2.y-p1.y)*(p2.y-p1.y)); + } + +} + +void ImGui_ImplAndroid_SetMouseUserCallback( + ImGui_ImplAndroid_MouseUserCallback CB +) { + g_mouse_CB = CB; +} + +bool ImGui_ImplAndroid_Init(struct android_app* app) { + g_app = app; + g_Time = 0.0; + g_mouseX = 0.0f; + g_mouseY = 0.0f; + for (int i = 0; i < IM_ARRAYSIZE(g_mousePressed); i++) { + g_mousePressed[i] = false; + g_mouseJustPressed[i] = 0; + } + // TODO: mouse cursor + // TODO: setmousepos ? + + ImGuiIO& io = ImGui::GetIO(); + io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; + io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; + io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME; + io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END; + io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT; + io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL; + io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL; + io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE; + io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER; + io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE; + io.KeyMap[ImGuiKey_A] = AKEYCODE_A; + io.KeyMap[ImGuiKey_C] = AKEYCODE_C; + io.KeyMap[ImGuiKey_V] = AKEYCODE_V; + io.KeyMap[ImGuiKey_X] = AKEYCODE_X; + io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y; + io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z; + + + // Install callbacks + if(app != nullptr) { + app->onInputEvent = ImGui_ImplAndroid_InputEvent; + } + + return true; +} + +void ImGui_ImplAndroid_Shutdown() { + // TODO: destroy mouse cursors. +} + +static void ImGui_ImplAndroid_UpdateMousePosAndButtons() +{ + ImGuiIO& io = ImGui::GetIO(); + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { + // We do the same thing as in imgui_impl_glfw.cpp: + // If a mouse press event came, always pass it as + // "mouse held this frame", so we don't miss click-release + // events that are shorter than 1 frame. + // (unlike in imgui_impl_glfw.cpp, we do that during several + // frames instead of a single one). + io.MouseDown[i] = (g_mouseJustPressed[i] != 0) || g_mousePressed[i]; + if(g_mouseJustPressed[i] != 0) { + --g_mouseJustPressed[i]; + } + } + io.MousePos = ImVec2(g_mouseX, g_mouseY); +} + +static void ImGui_ImplAndroid_UpdateMouseCursor() { + // TODO... +} + +void ImGui_ImplAndroid_NewFrame() { + ImGuiIO& io = ImGui::GetIO(); + // Font atlas needs to be built, call renderer _NewFrame() function + // e.g. ImGui_ImplOpenGL3_NewFrame() + IM_ASSERT(io.Fonts->IsBuilt()); + + // Get current display size + EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); + EGLSurface surface = eglGetCurrentSurface(EGL_DRAW); + int w=0; + int h=0; + eglQuerySurface(display, surface, EGL_WIDTH, &w); + eglQuerySurface(display, surface, EGL_HEIGHT, &h); + int display_w = w; + int display_h = h; + + io.DisplaySize = ImVec2((float)w, (float)h); + io.DisplayFramebufferScale = + ImVec2( + w > 0 ?((float)display_w / w) : 0, + h > 0 ? ((float)display_h / h) : 0 + ); + + // Setup time step + timespec now; + clock_gettime(CLOCK_MONOTONIC, &now); + double current_time = double(now.tv_sec) + double(now.tv_nsec) * 1e-9; + + io.DeltaTime = g_Time > 0.0 ? float(current_time - g_Time) : 1.0f/60.0f; + g_Time = current_time; + + ImGui_ImplAndroid_UpdateMousePosAndButtons(); + ImGui_ImplAndroid_UpdateMouseCursor(); + + // TODO: Gamepad navigation mapping ? +} + + +void ImGui_ImplAndroid_EndFrame() { + // g_resetKeys is set when the latest key event came from the soft keyboard, + // then we need to reset the keys. + if(g_resetKeys) { + ImGuiIO& io = ImGui::GetIO(); + for(int key = 0; key < IM_ARRAYSIZE(io.KeysDown); ++key) { + io.KeysDown[key] = false; + } + io.KeyShift = false; + io.KeyCtrl = false; + io.KeyAlt = false; + io.KeySuper = false; + g_resetKeys = false; + } +} + +// Emulates mouse buttons using multiple fingers: +// emulated mouse button is determined by number of fingers +// coordinates are defined by last finger +int32_t ImGui_ImplAndroid_FingerEvent( + struct android_app* app, AInputEvent* event +) { + int32_t action = AMotionEvent_getAction(event); + bool down_or_move = (action == AMOTION_EVENT_ACTION_DOWN || + action == AMOTION_EVENT_ACTION_MOVE ); + + int nb_fingers = int(AMotionEvent_getPointerCount(event)); + + int btn = nb_fingers-1; + for(int i=0; i zoom + // if centroid moves most -> translation + + if(last_button_ != -1 && last_button_ != 2) { + g_mouse_CB( + g_mouseX, g_mouseY, last_button_, + EVENT_ACTION_UP, EVENT_SOURCE_FINGER + ); + } + ImVec2 finger1( + AMotionEvent_getX(event, 0), + AMotionEvent_getY(event, 0) + ); + ImVec2 finger2( + AMotionEvent_getX(event, 1), + AMotionEvent_getY(event, 1) + ); + float length = distance(finger1, finger2); + ImVec2 center = barycenter(finger1, finger2); + + static float last_length = 0.0f; + static ImVec2 last_center; + + if(action == AMOTION_EVENT_ACTION_MOVE) { + if(distance(center, last_center) > ::fabs(length-last_length)) { + // Translation: synthetise press btn 1, move, release btn 1 + g_mouse_CB( + last_center.x, last_center.y, 1, + EVENT_ACTION_DOWN, EVENT_SOURCE_FINGER + ); + g_mouse_CB( + center.x, center.y, 1, + EVENT_ACTION_DRAG, EVENT_SOURCE_FINGER + ); + g_mouse_CB( + center.x, center.y, 1, + EVENT_ACTION_UP, EVENT_SOURCE_FINGER + ); + } else { + // Zoom: synthetise press btn 2, move, release btn 2 + g_mouse_CB( + 0.0f, last_length, 2, + EVENT_ACTION_DOWN, EVENT_SOURCE_FINGER + ); + g_mouse_CB( + 0.0f, length, 2, + EVENT_ACTION_DRAG, EVENT_SOURCE_FINGER + ); + g_mouse_CB( + 0.0f, length, 2, + EVENT_ACTION_UP, EVENT_SOURCE_FINGER + ); + } + } + last_length = length; + last_center = center; + last_button_ = 2; + } else if(nb_fingers == 3) { + if(last_button_ != -1 && last_button_ != 1) { + g_mouse_CB( + g_mouseX, g_mouseY, last_button_, + EVENT_ACTION_UP, EVENT_SOURCE_FINGER + ); + } + if(last_button_ != 1) { + last_button_ = 1; + g_mouse_CB( + g_mouseX, g_mouseY, 1, + EVENT_ACTION_DOWN, EVENT_SOURCE_FINGER + ); + } else { + g_mouse_CB( + g_mouseX, g_mouseY, 1, + decode_action(action), EVENT_SOURCE_FINGER + ); + } + } + + } + + return 1; +} + +// Handles stylus input, like Galaxy SPen. Uses the tiny button on +// the pen to emulate second mouse button. +int32_t ImGui_ImplAndroid_StylusEvent( + struct android_app* app, AInputEvent* event +) { + int32_t action = AMotionEvent_getAction(event); + bool down_or_move = (action == AMOTION_EVENT_ACTION_DOWN || + action == AMOTION_EVENT_ACTION_MOVE ); + + int btn = ( + (AMotionEvent_getButtonState(event) & + AMOTION_EVENT_BUTTON_STYLUS_PRIMARY) != 0 + ) ? 1 : 0; + + for(int i=0; i= 0 && key < IM_ARRAYSIZE(io.KeysDown)) { + if((AKeyEvent_getFlags(event) & AKEY_EVENT_FLAG_SOFT_KEYBOARD)) { + // The soft keyboard generates Push/Release events when the + // key is released. Thus we mark the key as pushed, and + // set g_resetKeys so that ImGui_ImplAndroid_EndFrame() + // will mark the key as released after ImGui could do what + // it has to do with the key. + io.KeysDown[key] = true; + g_resetKeys = true; + } else { + io.KeysDown[key] = (action == AKEY_EVENT_ACTION_DOWN); + g_resetKeys = false; + } + io.KeyShift = ((modifiers & AMETA_SHIFT_ON) != 0); + io.KeyCtrl = ((modifiers & AMETA_CTRL_ON) != 0); + io.KeyAlt = ((modifiers & AMETA_ALT_ON) != 0); + io.KeySuper = ((modifiers & AMETA_META_ON) != 0); + } + + // WIP: right mouse handler (does not work yet) + // Detect whether it was triggered by right mouse click + // (if it was the case, re-route it). + if(action == AKEY_EVENT_ACTION_UP && + key == AKEYCODE_BACK && + AInputEvent_getSource(event) == AINPUT_SOURCE_MOUSE && + g_mouse_CB != nullptr + ) { + mouse_handler_btn = -1; + g_mouse_CB(g_mouseX, g_mouseY, 1, EVENT_ACTION_UP, EVENT_SOURCE_MOUSE); + } + + if(action == AKEY_EVENT_ACTION_DOWN) { + if(key == AKEYCODE_BACK) { + // WIP: right mouse handler (does not work yet) + // Detect whether it was triggered by right mouse click + // (if it was the case, re-route it). + if(AInputEvent_getSource(event) != AINPUT_SOURCE_MOUSE) { + // If real back button, quit application + // (normally, returning 0 should do the same, but + // it does seem to work, to be understood...). + if(Application::instance() != nullptr) { + Application::instance()->stop(); + } + } else { + if(g_mouse_CB != nullptr) { + mouse_handler_btn = 1; + g_mouse_CB( + g_mouseX, g_mouseY, 1, + EVENT_ACTION_DOWN, EVENT_SOURCE_MOUSE + ); + } + } + } else { + jint unicode = AndroidUtils::keycode_to_unicode( + app, device, key, modifiers + ); + // TODO: use AddInputCharactersUTF8() + char c = char(unicode); + if(isprint(c)) { + io.AddInputCharacter(c); + } + } + } + + return 1; +} + +int32_t ImGui_ImplAndroid_InputEvent( + struct android_app* app, AInputEvent* event +) { + int32_t result = 0; + switch(AInputEvent_getType(event)) { + case AINPUT_EVENT_TYPE_MOTION: + result = ImGui_ImplAndroid_MotionEvent(app, event); + break; + case AINPUT_EVENT_TYPE_KEY: + result = ImGui_ImplAndroid_KeyEvent(app, event); + break; + default: + break; + } + return result; +} + +#endif + +/********************************************************************/ + + diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_android.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_android.h new file mode 100644 index 00000000..8cae7de8 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_android.h @@ -0,0 +1,48 @@ +/* + * ImGui Platform Binding for: Android + * Author: Bruno Levy Sun Aug 19 08:01:39 CEST 2018 + * Note: not part (yet) of the official ImGui distribution + */ + +#ifdef __ANDROID__ +#include + +// param app: if non-null, registers input handler to specified app. +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init( + struct android_app* app = nullptr +); + +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); + +// Needs to be called at the beginning of each frame, +// before ImGui::NewFrame(). +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); + +// Needs to be called at the end of each frame, +// after all other ImGui functions. +IMGUI_IMPL_API void ImGui_ImplAndroid_EndFrame(); + +// The event handler, to be used if not registered by ImGui_ImplAndroid_Init(). +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_InputEvent( + struct android_app* app, AInputEvent* event +); + +// x,y window coordinats (0..width-1 x 0..height-1) +// button: one of 0:left, 1:right, 2:middle +// action: one of 0:UP, 1:DOWN, 2:DRAG +// source: one of 0:KEYBOARD, 1:MOUSE, 2:FINGER, 3:STYLUS +typedef void (*ImGui_ImplAndroid_MouseUserCallback)( + float x, float y, int button, int action, int source +); + +// Registers a user mouse event handler. +// Note: the mouse handler needs to test the ImGui::GetIO().WantCaptureMouse +// flag to determine whether the event should be processed. The reason why +// it is not tested before the handler is because when a menu is open and +// the user clicks outside the menu, the flag is still set (this situation +// needs special code to be handled properly). +IMGUI_IMPL_API void ImGui_ImplAndroid_SetMouseUserCallback( + ImGui_ImplAndroid_MouseUserCallback CB +); + +#endif diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.cpp b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.cpp new file mode 100644 index 00000000..089b9ed5 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.cpp @@ -0,0 +1,788 @@ +// dear imgui: Platform Binding for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. +// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#ifndef __ANDROID__ // [Bruno Levy] + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// GLFW +// [Bruno Levy] adapted to geogram glfw compile +#ifdef __EMSCRIPTEN__ +#include +#include +#else +#ifdef GEO_USE_SYSTEM_GLFW3 +#include +#else +#include +#endif +#endif + +// Win32 / glfwGetWin32Window +// [Bruno Levy] adapted to geogram glfw compile +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#ifdef GEO_USE_SYSTEM_GLFW3 +#include +#else +#include +#endif +#endif + +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale +#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface +#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow + +// Data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan +}; +static GLFWwindow* g_Window = NULL; // Main window +static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; +static double g_Time = 0.0; +static bool g_MouseJustPressed[5] = { false, false, false, false, false }; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static bool g_WantUpdateMonitors = true; + +// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any. +static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL; +static GLFWscrollfun g_PrevUserCallbackScroll = NULL; +static GLFWkeyfun g_PrevUserCallbackKey = NULL; +static GLFWcharfun g_PrevUserCallbackChar = NULL; + +// Forward Declarations +static void ImGui_ImplGlfw_InitPlatformInterface(); +static void ImGui_ImplGlfw_ShutdownPlatformInterface(); +static void ImGui_ImplGlfw_UpdateMonitors(); + +// [Bruno Levy] 01/06/2017 Do not use GLFW3 clipboard under emscripten, use built-in +// ImGUI clipboard instead. +#ifndef __EMSCRIPTEN__ + + +static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +#endif + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + if (g_PrevUserCallbackMousebutton != NULL && window == g_Window) + g_PrevUserCallbackMousebutton(window, button, action, mods); + + if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed)) + g_MouseJustPressed[button] = true; +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + // [Bruno Levy] 01/06/2017 + // Under emscripten and apple, mouse wheel is inversed + // as compared to the other platforms. +#if defined(__EMSCRIPTEN__) || defined(__APPLE__) + yoffset *= -1.0; +#endif + + + if (g_PrevUserCallbackScroll != NULL && window == g_Window) + g_PrevUserCallbackScroll(window, xoffset, yoffset); + + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (g_PrevUserCallbackKey != NULL && window == g_Window) + g_PrevUserCallbackKey(window, key, scancode, action, mods); + + ImGuiIO& io = ImGui::GetIO(); + if (action == GLFW_PRESS) + io.KeysDown[key] = true; + if (action == GLFW_RELEASE) + io.KeysDown[key] = false; + + // Modifiers are not reliable across systems + io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; + io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; + io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; + io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + if (g_PrevUserCallbackChar != NULL && window == g_Window) + g_PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + if (c > 0 && c < 0x10000) + io.AddInputCharacter((unsigned short)c); +} + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + g_Window = window; + g_Time = 0.0; + + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) +#endif + io.BackendPlatformName = "imgui_impl_glfw"; + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. + io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; + io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; + io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; + io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; + io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; + io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; + io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; + io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; + io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; + io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; + io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; + io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; + io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; + io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; + io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; + io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; + +// [Bruno Levy] 01/06/2017 Do not use GLFW3 clipboard under emscripten, use built-in +// ImGUI clipboard instead. +#ifndef __EMSCRIPTEN__ + io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.ClipboardUserData = g_Window; +#endif + + g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. + g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + g_PrevUserCallbackMousebutton = NULL; + g_PrevUserCallbackScroll = NULL; + g_PrevUserCallbackKey = NULL; + g_PrevUserCallbackChar = NULL; + if (install_callbacks) + { + g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + } + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)g_Window; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplGlfw_InitPlatformInterface(); + + g_ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_ShutdownPlatformInterface(); + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + { + glfwDestroyCursor(g_MouseCursors[cursor_n]); + g_MouseCursors[cursor_n] = NULL; + } + g_ClientApi = GlfwClientApi_Unknown; +} + +static void ImGui_ImplGlfw_UpdateMousePosAndButtons() +{ + ImGuiIO& io = ImGui::GetIO(); + const ImVec2 mouse_pos_backup = io.MousePos; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + io.MouseHoveredViewport = 0; + + // Update buttons + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; + g_MouseJustPressed[i] = false; + } + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + ImGuiViewport* viewport = platform_io.Viewports[n]; + GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; + IM_ASSERT(window != NULL); +#ifdef __EMSCRIPTEN__ + const bool focused = true; + IM_ASSERT(platform_io.Viewports.Size == 1); +#else + const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; +#endif + if (focused) + { + if (io.WantSetMousePos) + { + glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y)); + } + else + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y); + } + else + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; + } + + // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. + // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because + // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). + // - This is _regardless_ of whether another viewport is focused or being dragged from. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the + // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows. + // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. +#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) + if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !(viewport->Flags & ImGuiViewportFlags_NoInputs)) + io.MouseHoveredViewport = viewport->ID; +#endif + } +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } +} + +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + if (axes_count > 0 && buttons_count > 0) + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(g_Window, &w, &h); + glfwGetFramebufferSize(g_Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + if (g_WantUpdateMonitors) + ImGui_ImplGlfw_UpdateMonitors(); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + g_Time = current_time; + + ImGui_ImplGlfw_UpdateMousePosAndButtons(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataGlfw +{ + GLFWwindow* Window; + bool WindowOwned; + + ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; } + ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } +}; + +static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestClose = true; +} + +static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestMove = true; +} + +static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestResize = true; +} + +static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); + viewport->PlatformUserData = data; + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL; + data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); + data->WindowOwned = true; + viewport->PlatformHandle = (void*)data->Window; + glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install callbacks for secondary viewports + glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (g_ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(data->Window); + glfwSwapInterval(0); + } +} + +static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) + { + if (data->WindowOwned) + { +#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) + HWND hwnd = glfwGetWin32Window(data->Window); + ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); +#endif + glfwDestroyWindow(data->Window); + } + data->Window = NULL; + IM_DELETE(data); + } + viewport->PlatformUserData = viewport->PlatformHandle = NULL; +} + +// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. +#if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED +static WNDPROC g_GlfwWndProc = NULL; +static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (msg == WM_NCHITTEST) + { + // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + return HTTRANSPARENT; + } + return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); +} +#endif + +static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + +#if defined(_WIN32) + // GLFW hack: Hide icon from task bar + HWND hwnd = glfwGetWin32Window(data->Window); + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // GLFW hack: install hook for WM_NCHITTEST message handler +#if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + if (g_GlfwWndProc == NULL) + g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); +#endif + + // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. + // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. + // See https://github.com/glfw/glfw/issues/1189 + // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + + glfwShowWindow(data->Window); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + int x = 0, y = 0; + glfwGetWindowPos(data->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + int w = 0, h = 0; + glfwGetWindowSize(data->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + glfwSetWindowSize(data->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + glfwSetWindowTitle(data->Window, title); +} + +static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) +{ +#if GLFW_HAS_FOCUS_WINDOW + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + glfwFocusWindow(data->Window); +#else + // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. + (void)viewport; +#endif +} + +static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0; +} + +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0; +} + +#if GLFW_HAS_WINDOW_ALPHA +static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + glfwSetWindowOpacity(data->Window, alpha); +} +#endif + +static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + if (g_ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(data->Window); +} + +static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + if (g_ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(data->Window); + glfwSwapBuffers(data->Window); + } +} + +//-------------------------------------------------------------------------------------------------------- +// IME (Input Method Editor) basic support for e.g. Asian language users +//-------------------------------------------------------------------------------------------------------- + +// We provide a Win32 implementation because this is such a common issue for IME users +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) +#define HAS_WIN32_IME 1 +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif +static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) +{ + COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } }; + if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) + if (HWND hwnd = glfwGetWin32Window(data->Window)) + if (HIMC himc = ::ImmGetContext(hwnd)) + { + ::ImmSetCompositionWindow(himc, &cf); + ::ImmReleaseContext(hwnd, himc); + } +} +#else +#define HAS_WIN32_IME 0 +#endif + +//-------------------------------------------------------------------------------------------------------- +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +//-------------------------------------------------------------------------------------------------------- + +// Avoid including so we can build without it +#if GLFW_HAS_VULKAN +#ifndef VULKAN_H_ +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; +enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; +#endif // VULKAN_H_ +extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } +static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; + IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return (int)err; +} +#endif // GLFW_HAS_VULKAN + +// FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989) +static void ImGui_ImplGlfw_UpdateMonitors() +{ +#ifdef __EMSCRIPTEN__ // [Bruno] + return; +#endif + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + platform_io.Monitors.resize(0); + for (int n = 0; n < monitors_count; n++) + { + ImGuiPlatformMonitor monitor; + int x, y; + glfwGetMonitorPos(glfw_monitors[n], &x, &y); + const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#if GLFW_HAS_PER_MONITOR_DPI + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + float x_scale, y_scale; + glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); + monitor.DpiScale = x_scale; +#endif + platform_io.Monitors.push_back(monitor); + } + g_WantUpdateMonitors = false; +} + +static void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + g_WantUpdateMonitors = true; +} + +static void ImGui_ImplGlfw_InitPlatformInterface() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; +#if GLFW_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; +#endif +#if GLFW_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; +#endif +#if HAS_WIN32_IME + platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; +#endif + + // Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784) + ImGui_ImplGlfw_UpdateMonitors(); + glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + + // Register main window handle (which is owned by the main application, not by us) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)(); + data->Window = g_Window; + data->WindowOwned = false; + main_viewport->PlatformUserData = data; + main_viewport->PlatformHandle = (void*)g_Window; +} + +static void ImGui_ImplGlfw_ShutdownPlatformInterface() +{ +} + +#endif // __ANDROID__ [Bruno Levy] + + + diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.h new file mode 100644 index 00000000..975ace23 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_glfw.h @@ -0,0 +1,55 @@ +/* dear imgui: Platform Binding for GLFW + * This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) + * (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) + + * Implemented features: + * [X] Platform: Clipboard support. + * [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + * [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. + * [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). + * [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + + * You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. + * If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. + * https:github.com/ocornut/imgui + + * About GLSL version: + * The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. + * Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! + */ + +/* [Bruno Levy] C-style comment */ + +#pragma once + +#ifndef __ANDROID__ /* [Bruno Levy] */ + +/* [Bruno Levy] */ +#ifdef __cplusplus +extern "C" { +#endif + +struct GLFWwindow; + +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +/* + * InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any. + * InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks. + */ +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); + +/* [Bruno Levy] */ +#ifdef __cplusplus +} +#endif + +#endif /* __ANDROID__ [Bruno Levy] */ + + diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.cpp b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.cpp new file mode 100644 index 00000000..1dc81dba --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.cpp @@ -0,0 +1,653 @@ +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif +#if defined(__APPLE__) +#include "TargetConditionals.h" +#endif + +// Auto-detect GL version +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#endif +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#elif defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) // [Bruno Levy] else glBindSampler() undefined with Emscripten +#include // Use GL ES 3 +#else +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) +#include // Needs to be initialized with gl3wInit() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) +#include // Needs to be initialized with glewInit() in user's code +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) +#include // Needs to be initialized with gladLoadGL() in user's code +#else +#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM +#endif +#endif + +// OpenGL Data +static char g_GlslVersionString[32] = ""; +static GLuint g_FontTexture = 0; +static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; +static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location +static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location +static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; + +// Forward Declarations +static void ImGui_ImplOpenGL3_InitPlatformInterface(); +static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + io.BackendRendererName = "imgui_impl_opengl3"; + + // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. +#if defined(IMGUI_IMPL_OPENGL_ES2) + if (glsl_version == NULL) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + if (glsl_version == NULL) + glsl_version = "#version 300 es"; +#else + if (glsl_version == NULL) + glsl_version = "#version 130"; +#endif + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); + strcpy(g_GlslVersionString, glsl_version); + strcat(g_GlslVersionString, "\n"); + + // Make a dummy GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. + // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplOpenGL3_InitPlatformInterface(); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_ShutdownPlatformInterface(); + ImGui_ImplOpenGL3_DestroyDeviceObjects(); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + if (!g_FontTexture) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(g_ShaderHandle); + glUniform1i(g_AttribLocationTex, 0); + glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); + glEnableVertexAttribArray(g_AttribLocationVtxPos); + glEnableVertexAttribArray(g_AttribLocationVtxUV); + glEnableVertexAttribArray(g_AttribLocationVtxColor); + glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); +} + +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); +#ifdef GL_SAMPLER_BINDING + GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); +#endif + GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); +#endif +#ifdef GL_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + bool clip_origin_lower_left = true; +#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__) + GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT) + if (last_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifndef IMGUI_IMPL_OPENGL_ES2 + glGenVertexArrays(1, &vertex_array_object); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + size_t idx_buffer_offset = 0; + + // Upload vertex/index buffers + glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != NULL) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); + } + 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; + + 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 + if (clip_origin_lower_left) + 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)); + else + glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset); + } + } + idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); + } + } + + // Destroy the temporary VAO +#ifndef IMGUI_IMPL_OPENGL_ES2 + glDeleteVertexArrays(1, &vertex_array_object); +#endif + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef GL_SAMPLER_BINDING + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef GL_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); +#endif + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &g_FontTexture); + glBindTexture(GL_TEXTURE_2D, g_FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef GL_UNPACK_ROW_LENGTH + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); +#endif + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + if (g_FontTexture) + { + ImGuiIO& io = ImGui::GetIO(); + glDeleteTextures(1, &g_FontTexture); + io.Fonts->TexID = 0; + g_FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); + if (log_length > 0) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); + if (log_length > 0) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(g_GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision mediump float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = NULL; + const GLchar* fragment_shader = NULL; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; + g_VertHandle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); + glCompileShader(g_VertHandle); + CheckShader(g_VertHandle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; + g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); + glCompileShader(g_FragHandle); + CheckShader(g_FragHandle, "fragment shader"); + + g_ShaderHandle = glCreateProgram(); + glAttachShader(g_ShaderHandle, g_VertHandle); + glAttachShader(g_ShaderHandle, g_FragHandle); + glLinkProgram(g_ShaderHandle); + CheckProgram(g_ShaderHandle, "shader program"); + + g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); + g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); + g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); + g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); + g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &g_VboHandle); + glGenBuffers(1, &g_ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_ES2 + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); + if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); + g_VboHandle = g_ElementsHandle = 0; + + if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); + if (g_VertHandle) glDeleteShader(g_VertHandle); + g_VertHandle = 0; + + if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); + if (g_FragHandle) glDeleteShader(g_FragHandle); + g_FragHandle = 0; + + if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); + g_ShaderHandle = 0; + + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL3_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; +} + +static void ImGui_ImplOpenGL3_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.h new file mode 100644 index 00000000..8021e0b7 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_opengl3.h @@ -0,0 +1,63 @@ +/* dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline + * - Desktop GL: 3.x 4.x + * - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) + * This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) + + * Implemented features: + * [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*,ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + * [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + + * You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. + * If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. + * https:github.com/ocornut/imgui + + * About Desktop OpenGL function loaders: + * Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. + * Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). + * You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. + + * About GLSL version: + * The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. + * On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" + * Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + */ + +/* [Bruno Levy] C-style comment */ + +#pragma once + +/* [Bruno Levy] */ +#ifdef __cplusplus +extern "C" { +#endif + +/* + * Specific OpenGL versions + *#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten + *#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + */ + +/* Set default OpenGL3 loader to be gl3w */ +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +#define IMGUI_IMPL_OPENGL_LOADER_GL3W +#endif + +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +/* Called by Init/NewFrame/Shutdown */ +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +/* [Bruno Levy] */ +#ifdef __cplusplus +} +#endif + diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.cpp b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.cpp new file mode 100644 index 00000000..59cffb01 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.cpp @@ -0,0 +1,852 @@ +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +#ifdef _WIN32 /* [Bruno Levy] */ + +#include "imgui.h" +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include + +// [Bruno Levy] +#ifdef WITH_IMGUI_GAMEPAD +#include +#endif + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. + +// Win32 Data +static HWND g_hWnd = 0; +static INT64 g_Time = 0; +static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; +static bool g_WantUpdateMonitors = true; + +// Forward Declarations +static void ImGui_ImplWin32_InitPlatformInterface(); +static void ImGui_ImplWin32_ShutdownPlatformInterface(); +static void ImGui_ImplWin32_UpdateMonitors(); + +// Functions +bool ImGui_ImplWin32_Init(void* hwnd) +{ + if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + return false; + + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) + io.BackendPlatformName = "imgui_impl_win32"; + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + g_hWnd = (HWND)hwnd; + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)g_hWnd; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplWin32_InitPlatformInterface(); + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = VK_UP; + io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; + io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; + io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; + io.KeyMap[ImGuiKey_Home] = VK_HOME; + io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; + io.KeyMap[ImGuiKey_Delete] = VK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; + io.KeyMap[ImGuiKey_Enter] = VK_RETURN; + io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + return true; +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_ShutdownPlatformInterface(); + g_hWnd = (HWND)0; +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMousePos() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // (When multi-viewports are enabled, all imgui positions are same as OS positions) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(g_hWnd, &pos); + ::SetCursorPos(pos.x, pos.y); + } + + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + io.MouseHoveredViewport = 0; + + // Set imgui mouse position + POINT mouse_screen_pos; + if (!::GetCursorPos(&mouse_screen_pos)) + return; + if (HWND focused_hwnd = ::GetForegroundWindow()) + { + if (::IsChild(focused_hwnd, g_hWnd)) + focused_hwnd = g_hWnd; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient(). + if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL) + io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y); + } + else + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.) + // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE. + if (focused_hwnd == g_hWnd) + { + POINT mouse_client_pos = mouse_screen_pos; + ::ScreenToClient(focused_hwnd, &mouse_client_pos); + io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y); + } + } + } + + // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. + // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because + // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). + // - This is _regardless_ of whether another viewport is focused or being dragged from. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the + // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows. + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) + if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated? + io.MouseHoveredViewport = viewport->ID; +} + +// [Bruno Levy] +#ifdef WITH_IMGUI_GAMEPAD + +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (g_WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps; + g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); + g_WantUpdateHasGamepad = false; + } + + XINPUT_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) + { + const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } + #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } + MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); + #undef MAP_BUTTON + #undef MAP_ANALOG + } +} + +// [Bruno Levy] +#endif + + +void ImGui_ImplWin32_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect; + ::GetClientRect(g_hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + if (g_WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); + + // Setup time step + INT64 current_time; + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + + // Update OS mouse position + ImGui_ImplWin32_UpdateMousePos(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + +#ifdef WITH_IMGUI_GAMEPAD // [Bruno Levy] + // Update game controllers (if available) + ImGui_ImplWin32_UpdateGamepads(); +#endif +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (msg) + { + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); + io.MouseDown[button] = true; + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + io.MouseDown[button] = false; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); + return 0; + } + case WM_MOUSEWHEEL: + io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; + return 0; + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacter((unsigned short)wParam); + return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; + case WM_DISPLAYCHANGE: + g_WantUpdateMonitors = true; + return 0; + } + return 0; +} + +//-------------------------------------------------------------------------------------------------------- +// DPI handling +// Those in theory should be simple calls but Windows has multiple ways to handle DPI, and most of them +// require recent Windows versions at runtime or recent Windows SDK at compile-time. Neither we want to depend on. +// So we dynamically select and load those functions to avoid dependencies. This is the scheme successfully +// used by GLFW (from which we borrowed some of the code here) and other applications aiming to be portable. +//--------------------------------------------------------------------------------------------------------- +// At this point ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +//--------------------------------------------------------------------------------------------------------- + +static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) +{ + OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0,{ 0 }, sp }; + DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; + ULONGLONG cond = VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); + cond = VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); + cond = VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); + return VerifyVersionInfoW(&osvi, mask, cond); +} +#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE +#define IsWindows10OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI * PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib+dll, Windows 8.1 +typedef HRESULT(WINAPI * PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib+dll, Windows 8.1 +typedef DPI_AWARENESS_CONTEXT(WINAPI * PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib+dll, Windows 10 v1607 (Creators Update) + +void ImGui_ImplWin32_EnableDpiAwareness() +{ + // if (IsWindows10OrGreater()) // FIXME-DPI: This needs a manifest to succeed. Instead we try to grab the function pointer. + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + } + else + { + SetProcessDPIAware(); + } +} + +#ifdef _MSC_VER +#pragma comment(lib, "gdi32") // GetDeviceCaps() +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (::IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + } + else + { + const HDC dc = ::GetDC(NULL); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + ::ReleaseDC(NULL, dc); + } + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//-------------------------------------------------------------------------------------------------------- +// IME (Input Method Editor) basic support for e.g. Asian language users +//-------------------------------------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) +#define HAS_WIN32_IME 1 +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif +static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) +{ + COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } }; + if (HWND hwnd = (HWND)viewport->PlatformHandle) + if (HIMC himc = ::ImmGetContext(hwnd)) + { + ::ImmSetCompositionWindow(himc, &cf); + ::ImmReleaseContext(hwnd, himc); + } +} +#else +#define HAS_WIN32_IME 0 +#endif + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataWin32 +{ + HWND Hwnd; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); + viewport->PlatformUserData = data; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle); + HWND parent_window = NULL; + if (viewport->ParentViewportId != 0) + if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId)) + parent_window = (HWND)parent_viewport->PlatformHandle; + + // Create window + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); + data->Hwnd = ::CreateWindowEx( + data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param + data->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = data->Hwnd; +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData) + { + if (::GetCapture() == data->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(g_hWnd); + } + if (data->Hwnd && data->HwndOwned) + ::DestroyWindow(data->Hwnd); + data->Hwnd = NULL; + IM_DELETE(data); + } + viewport->PlatformUserData = viewport->PlatformHandle = NULL; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(data->Hwnd, SW_SHOWNA); + else + ::ShowWindow(data->Hwnd, SW_SHOW); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (data->DwStyle != new_style || data->DwExStyle != new_ex_style) + { + data->DwStyle = new_style; + data->DwExStyle = new_ex_style; + ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle); + ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle); + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen + ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + POINT pos = { 0, 0 }; + ::ClientToScreen(data->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; + ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); + ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + RECT rect; + ::GetClientRect(data->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; + ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen + ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + ::BringWindowToTop(data->Hwnd); + ::SetForegroundWindow(data->Hwnd); + ::SetFocus(data->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + return ::GetForegroundWindow() == data->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + return ::IsIconic(data->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + ::SetWindowTextW(data->Hwnd, title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); + ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; + IM_ASSERT(data->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; +#endif +} + +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) + { + switch (msg) + { + case WM_CLOSE: + viewport->PlatformRequestClose = true; + return 0; + case WM_MOVE: + viewport->PlatformRequestMove = true; + break; + case WM_SIZE: + viewport->PlatformRequestResize = true; + break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + return MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + return HTTRANSPARENT; + break; + } + } + + return DefWindowProc(hWnd, msg, wParam, lParam); +} + +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = { 0 }; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, LPARAM(0)); // [Bruno] LPARAM(0) + g_WantUpdateMonitors = false; +} + +static void ImGui_ImplWin32_InitPlatformInterface() +{ + WNDCLASSEX wcex; + wcex.cbSize = sizeof(WNDCLASSEX); + wcex.style = CS_HREDRAW | CS_VREDRAW; + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(NULL); + wcex.hIcon = NULL; + wcex.hCursor = NULL; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = NULL; + wcex.lpszClassName = _T("ImGui Platform"); + wcex.hIconSm = NULL; + ::RegisterClassEx(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI +#if HAS_WIN32_IME + platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; +#endif + + // Register main window handle (which is owned by the main application, not by us) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); + data->Hwnd = g_hWnd; + data->HwndOwned = false; + main_viewport->PlatformUserData = data; + main_viewport->PlatformHandle = (void*)g_hWnd; +} + +static void ImGui_ImplWin32_ShutdownPlatformInterface() +{ + ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL)); +} + + +#endif /* [Bruno Levy] */ + diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.h new file mode 100644 index 00000000..b44d2407 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_impl_win32.h @@ -0,0 +1,48 @@ +/* dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) + * This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + + * Implemented features: + * [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) + * [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + * [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). + * [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + * [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + */ + +/* [Bruno Levy] C-style comment */ + +#pragma once + +/* [Bruno Levy] */ +#ifdef _WIN32 +#ifdef __cplusplus +extern "C" { +#endif + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +/* + * DPI-related helpers (which run and compile without requiring 8.1 or 10, neither Windows version, neither associated SDK) + */ +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +/* + * Handler for Win32 messages, update mouse/keyboard data. + * You may or not need this for your implementation, but it can serve as reference for handling inputs. + * Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. + */ +/* +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +*/ + +/* [Bruno] */ +#ifdef __cplusplus +} +#endif +#endif + + diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_internal.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_internal.h new file mode 100644 index 00000000..b853e50e --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_internal.h @@ -0,0 +1,1851 @@ +// dear imgui, v1.70 WIP +// (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! +// Set: +// #define IMGUI_DEFINE_MATH_OPERATORS +// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) + +/* + +Index of this file: +// Header mess +// Forward declarations +// STB libraries includes +// Context pointer +// Generic helpers +// Misc data structures +// Main imgui context +// Tab bar, tab item +// Internal API + +*/ + +#pragma once + +//----------------------------------------------------------------------------- +// Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#error Must include imgui.h before imgui_internal.h +#endif + +#include // FILE* +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#endif + +#ifdef __clang__ +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" +#endif +#endif + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- + +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColumnData; // Storage data for a single column +struct ImGuiColumns; // Storage data for a columns set +struct ImGuiContext; // Main imgui context +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDockContext; // Docking system context +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiNavMoveResult; // Result of a directional navigation move query result +struct ImGuiNextWindowData; // Storage for SetNexWindow** functions +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) +struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) + +// 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 ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() + +//------------------------------------------------------------------------- +// STB libraries includes +//------------------------------------------------------------------------- + +namespace ImStb +{ + +#undef STB_TEXTEDIT_STRING +#undef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_STRING ImGuiInputTextState +#define STB_TEXTEDIT_CHARTYPE ImWchar +#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#include "imstb_textedit.h" + +} // namespace ImStb + +//----------------------------------------------------------------------------- +// Context pointer +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer +#endif + +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + +//----------------------------------------------------------------------------- +// Generic helpers +//----------------------------------------------------------------------------- + +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) + +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Helpers: UTF-8 <> wchar +IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 + +// Helpers: Misc +IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); +IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +#define ImQsort qsort +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +#endif + +// Helpers: Geometry +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); +IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API int ImStrlenW(const ImWchar* str); +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); +IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API const char* ImStrSkipBlank(const char* str); +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: ImVec2/ImVec4 operators +// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) +// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } +#endif + +// Helpers: Maths +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_MATH_FUNCTIONS +static inline float ImFabs(float x) { return fabsf(x); } +static inline float ImSqrt(float x) { return sqrtf(x); } +static inline float ImPow(float x, float y) { return powf(x, y); } +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImFmod(float x, float y) { return fmodf(x, y); } +static inline double ImFmod(double x, double y) { return fmod(x, y); } +static inline float ImCos(float x) { return cosf(x); } +static inline float ImSin(float x) { return sinf(x); } +static inline float ImAcos(float x) { return acosf(x); } +static inline float ImAtan2(float y, float x) { return atan2f(y, x); } +static inline double ImAtof(const char* s) { return atof(s); } +static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype) +static inline float ImCeil(float x) { return ceilf(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for variety of types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } +static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)f; } +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } + +// Helper: ImBoolVector. Store 1-bit per value. +// Note that Resize() currently clears the whole vector. +struct ImBoolVector +{ + ImVector Storage; + ImBoolVector() { } + void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; } + void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; } +}; + +// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct IMGUI_API ImPool +{ + ImVector Data; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + + ImPool() { FreeIdx = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Data[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Data.Size; } +}; + +//----------------------------------------------------------------------------- +// Misc data structures +//----------------------------------------------------------------------------- + +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat + ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // [Default] return true on click + release on same item + ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) + ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) + ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnNav = 1 << 14 // don't report as hovered when navigated on +}; + +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_Vertical = 1 << 0 +}; + +enum ImGuiDragFlags_ +{ + ImGuiDragFlags_None = 0, + ImGuiDragFlags_Vertical = 1 << 0 +}; + +enum ImGuiColumnsFlags_ +{ + // Default: 0 + ImGuiColumnsFlags_None = 0, + ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. +}; + +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, + ImGuiSelectableFlags_PressedOnClick = 1 << 11, + ImGuiSelectableFlags_PressedOnRelease = 1 << 12, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, // FIXME: We may be able to remove this (added in 6251d379 for menus) + ImGuiSelectableFlags_AllowItemOverlap = 1 << 14 +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1 +}; + +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_NoTabStop = 1 << 0, // false + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window + ImGuiItemFlags_Default_ = 0 +}; + +// Storage for LastItem data +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + 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" because reporting the change allows us to handle clipping with less issues. + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui-test only] + ImGuiItemStatusFlags_Openable = 1 << 10, // + ImGuiItemStatusFlags_Opened = 1 << 11, // + ImGuiItemStatusFlags_Checkable = 1 << 12, // + ImGuiItemStatusFlags_Checked = 1 << 13 // +#endif +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Nav, + ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code + ImGuiInputSource_NavGamepad, // " + ImGuiInputSource_COUNT +}; + +// FIXME-NAV: Clarify/expose various repeat delay/rate +enum ImGuiInputReadMode +{ + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + 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. +}; + +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, + ImGuiPopupPositionPolicy_ComboBox +}; + +// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +struct ImVec1 +{ + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } +}; + +// 2D vector (half-size integer) +struct ImVec2ih +{ + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } +}; + +// 2D axis aligned bounding-box +// NB: we can't rely on ImVec2 math operators being available here +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in byte + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiGroupData +{ + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrentLineSize; + float BackupCurrentLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool AdvanceCursor; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + float Spacing; + float Width, NextWidth; + float Pos[3], NextWidths[3]; + + ImGuiMenuColumns(); + void Update(int count, float spacing, bool clear); + float DeclColumns(float w0, float w1, float w2); + float CalcExtraSpace(float avail_w); +}; + +// Internal state of the currently focused/edited text input box +struct IMGUI_API ImGuiInputTextState +{ + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + + // Temporarily set when active + ImGuiInputTextFlags UserFlags; + ImGuiInputTextCallback UserCallback; + void* UserCallbackData; + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation +}; + +// Windows data saved in imgui.ini file +struct ImGuiWindowSettings +{ + char* Name; + ImGuiID ID; + ImVec2 Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2 Size; + ImVec2 ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + + ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = false; } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +// Storage for current popup stack +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; } +}; + +struct ImGuiColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiColumnsFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; } +}; + +struct ImGuiColumns +{ + ImGuiID ID; + ImGuiColumnsFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float MinX, MaxX; + float LineMinY, LineMaxY; + float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImVector Columns; + + ImGuiColumns() { Clear(); } + void Clear() + { + ID = 0; + Flags = ImGuiColumnsFlags_None; + IsFirstFrame = false; + IsBeingResized = false; + Current = 0; + Count = 1; + MinX = MaxX = 0.0f; + LineMinY = LineMaxY = 0.0f; + BackupCursorPosY = 0.0f; + BackupCursorMaxPosX = 0.0f; + Columns.clear(); + } +}; + +// Data shared between all ImDrawList instances +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + + // Const data + // FIXME: Bake rounded corners fill/borders in atlas + ImVec2 CircleVtx12[12]; + + ImDrawListSharedData(); +}; + +struct ImDrawDataBuilder +{ + ImVector Layers[2]; // Global layers for: regular, tooltip + + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + IMGUI_API void FlattenIntoSingleLayer(); +}; + +enum ImGuiViewportFlagsPrivate_ +{ + ImGuiViewportFlags_CanHostOtherWindows = 1 << 10 // Normal viewports are associated to a single window. The main viewport can host multiple windows. +}; + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Note that every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFrameDrawLists[2]; // Last frame number the background (0) and foreground (1) draw lists were used + int LastFrontMostStampCount; // Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order + ImGuiID LastNameHash; + ImVec2 LastPos; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + short PlatformMonitor; + bool PlatformWindowCreated; + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + + ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } +}; + +struct ImGuiNavMoveResult +{ + ImGuiID ID; // Best candidate + ImGuiID SelectScopeId;// Best candidate window current selectable group ID + ImGuiWindow* Window; // Best candidate window + float DistBox; // Best candidate box distance to current NavId + float DistCenter; // Best candidate center distance to current NavId + float DistAxial; + ImRect RectRel; // Best candidate bounding box in window relative space + + ImGuiNavMoveResult() { Clear(); } + void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond ContentSizeCond; + ImGuiCond CollapsedCond; + ImGuiCond SizeConstraintCond; + ImGuiCond FocusCond; + ImGuiCond BgAlphaCond; + ImGuiCond ViewportCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. + + ImGuiNextWindowData() + { + PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; + PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); + ContentSizeVal = ImVec2(0.0f, 0.0f); + PosUndock = CollapsedVal = false; + SizeConstraintRect = ImRect(); + SizeCallback = NULL; + SizeCallbackUserData = NULL; + BgAlphaVal = FLT_MAX; + ViewportId = DockId = 0; + MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + } + + void Clear() + { + PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; + WindowClass = ImGuiWindowClass(); + } +}; + +//----------------------------------------------------------------------------- +// Docking, Tabs +//----------------------------------------------------------------------------- + +struct ImGuiTabBarSortItem +{ + int Index; + float Width; +}; + +struct ImGuiTabBarRef +{ + ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int IndexInMainPool; + + ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } + ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } +}; + +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace // When splitting those flags are moved to the inheriting child, never duplicated +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window +}; + +// sizeof() 116~160 +struct ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // Flags specific to this node + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + int SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; + + ImGuiWindow* HostWindow; + 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 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. + ImGuiID LastFocusedNodeID; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabID; // [Tab node only] Which of our tab is selected. + ImGuiID WantCloseTabID; // [Tab node only] Set when closing a specific tab. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool HasCloseButton :1; + bool HasCollapseButton :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 + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImGuiDockNodeFlags GetMergedFlags() const { return SharedFlags | LocalFlags; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } +}; + +//----------------------------------------------------------------------------- +// Main imgui context +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() + bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() + bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsForFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front + ImVector WindowsSortBuffer; + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImGuiWindow* CurrentWindow; // Being drawn into + ImGuiWindow* HoveredWindow; // Will catch mouse inputs + ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiID HoveredId; // Hovered widget + bool HoveredIdAllowOverlap; + ImGuiID HoveredIdPreviousFrame; + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdPreviousFrame; + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEdited; + int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) + int ActiveIdBlockNavInputFlags; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + ImVec2 LastValidMousePos; + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() + ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() + ImVector FontStack; // Stack for PushFont()/PopFont() + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions + ImGuiCond NextTreeNodeOpenCond; + + // Viewports + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most + int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter + + // Navigation data (for gamepad/keyboard) + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiID NavId; // Focused item for navigation + 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 NavJustTabbedId; // Just tabbed to this id. + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToMultiSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest). + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. + int NavScoringCount; // Metrics for debugging + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f + ImGuiWindow* NavWindowingList; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + 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 ~~ NavRefRectRel 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 + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; + ImRect NavInitResultRectRel; + bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items + 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) + ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + ImGuiDir NavMoveClipDir; + ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + + // Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!) + ImGuiWindow* FocusRequestCurrWindow; // + ImGuiWindow* FocusRequestNextWindow; // + int FocusRequestCurrCounterAll; // 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 FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index + int FocusRequestNextCounterAll; // Stored for next frame + int FocusRequestNextCounterTab; // " + bool FocusTabPressed; // + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + ImGuiMouseCursor MouseCursor; + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSourceOrTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly + unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + + // Tab bars + ImPool TabBars; + ImGuiTabBar* CurrentTabBar; + ImVector CurrentTabBarStack; + ImVector TabSortByWidthBuffer; + + // Widget state + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + ImVec4 ColorPickerRef; + 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 + ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + int TooltipOverrideCount; + ImVector PrivateClipboard; // If no custom clipboard handler is defined + + // Range-Select/Multi-Select + // [This is unused in this branch, but left here to facilitate merging/syncing multiple branches] + ImGuiID MultiSelectScopeId; + + // Platform support + ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor + ImVec2 PlatformImeLastPos; + ImGuiViewportP* PlatformImePosViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext* DockContext; + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) + + // Logging + bool LogEnabled; + ImGuiLogType LogType; + FILE* LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Misc + float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + int FramerateSecPerFrameIdx; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + char TempBuffer[1024*3+1]; // Temporary text buffer + + ImGuiContext(ImFontAtlas* shared_font_atlas) + { + Initialized = false; + FrameScopeActive = FrameScopePushedImplicitWindow = false; + ConfigFlagsForFrame = ImGuiConfigFlags_None; + Font = NULL; + FontSize = FontBaseSize = 0.0f; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredRootWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + HoveredId = 0; + HoveredIdAllowOverlap = false; + HoveredIdPreviousFrame = 0; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ActiveId = 0; + ActiveIdPreviousFrame = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdHasBeenPressed = false; + ActiveIdHasBeenEdited = false; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEdited = false; + ActiveIdAllowNavDirFlags = 0x00; + ActiveIdBlockNavInputFlags = 0x00; + ActiveIdClickOffset = ImVec2(-1,-1); + ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + LastValidMousePos = ImVec2(0.0f, 0.0f); + MovingWindow = NULL; + NextTreeNodeOpenVal = false; + NextTreeNodeOpenCond = 0; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewport = 0; + ViewportFrontMostStampCount = 0; + + NavWindow = NULL; + NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavJustMovedToMultiSelectScopeId = NavNextActivateId = 0; + NavInputSource = ImGuiInputSource_None; + NavScoringRectScreen = ImRect(); + NavScoringCount = 0; + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavLayer = ImGuiNavLayer_Main; + NavIdTabCounter = INT_MAX; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveFromClampedRefRect = false; + NavMoveRequest = false; + NavMoveRequestFlags = 0; + NavMoveRequestForward = ImGuiNavForward_None; + NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; + + FocusRequestCurrWindow = FocusRequestNextWindow = NULL; + FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX; + FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX; + FocusTabPressed = false; + + DimBgRatio = 0.0f; + MouseCursor = ImGuiMouseCursor_Arrow; + + DragDropActive = DragDropWithinSourceOrTarget = false; + DragDropSourceFlags = 0; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = 0; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + CurrentTabBar = NULL; + + TempInputTextId = 0; + ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); + TooltipOverrideCount = 0; + + MultiSelectScopeId = 0; + + PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + PlatformImePosViewport = 0; + + DockContext = NULL; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempBuffer, 0, sizeof(TempBuffer)); + } +}; + +//----------------------------------------------------------------------------- +// ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. +struct IMGUI_API ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position in client area with padding + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame + ImVec2 CurrentLineSize; + float CurrentLineTextBaseOffset; + ImVec2 PrevLineSize; + float PrevLineTextBaseOffset; + int TreeDepth; + ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; // Interaction rect + ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. + int NavLayerActiveMask; // Which layer have been written to (result from previous frame) + int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImVector ChildWindows; + ImGuiStorage* StateStorage; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) + int FocusCounterTab; // (same, but only count widgets which you can Tab through) + + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] + float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window + float NextItemWidth; + float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] + ImVectorItemFlagsStack; + ImVector ItemWidthStack; + ImVector TextWrapPosStack; + ImVectorGroupStack; + short StackSizesBackup[6]; // Store size of various stacks for asserting + + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 GroupOffset; + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImGuiColumns* CurrentColumns; // Current columns set + + ImGuiWindowTempData() + { + CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); + CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + TreeDepth = 0; + TreeStoreMayJumpToParentOnPop = 0x00; + LastItemId = 0; + LastItemStatusFlags = 0; + LastItemRect = LastItemDisplayRect = ImRect(); + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; + NavLayerCurrent = ImGuiNavLayer_Main; + NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + NavHideHighlightOneFrame = false; + NavHasScroll = false; + MenuBarAppending = false; + MenuBarOffset = ImVec2(0.0f, 0.0f); + StateStorage = NULL; + LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; + FocusCounterAll = FocusCounterTab = -1; + + ItemFlags = ImGuiItemFlags_Default_; + ItemWidth = 0.0f; + NextItemWidth = +FLT_MAX; + TextWrapPos = -1.0f; + memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); + + Indent = ImVec1(0.0f); + GroupOffset = ImVec1(0.0f); + ColumnsOffset = ImVec1(0.0f); + CurrentColumns = NULL; + } +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + char* Name; + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. + ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. + ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() + ImVec2 WindowPadding; // Window padding at the time of begin. + float WindowRounding; // Window rounding at the time of begin. + float WindowBorderSize; // Window border size at the time of begin. + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis + bool ScrollbarX, ScrollbarY; + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== (HiddenFrames*** > 0)) + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + int AutoFitFramesX, AutoFitFramesY; + bool AutoFitOnlyGrows; + int AutoFitChildAxises; + ImGuiDir AutoPosLastDirection; + int HiddenFramesCanSkipItems; // Hide the window for N frames + int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack + ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. + ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. + ImRect InnerMainRect, InnerClipRect; + ImVec2ih HitTestHoleSize, HitTestHoleOffset; + ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float ItemWidthDefault; + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window + float FontDpiScale; + int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + + 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. + ImGuiWindow* RootWindowDockStop; // 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* 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. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + + // Docking + ImGuiDockNode* DockNode; // Which node are we docked into + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->Id, so single value remember their dock node id + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool DockIsActive :1; // =~ (DockNode != NULL) && (DockNode->Windows.Size > 1) + bool DockTabIsVisible :1; // Is the window visible this frame? =~ is the corresponding tab selected? + bool DockTabWantClose :1; + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); + ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWidow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale * FontDpiScale; } + float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } +}; + +// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. +struct ImGuiItemHoveredDataBackup +{ + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; + ImRect LastItemDisplayRect; + + ImGuiItemHoveredDataBackup() { Backup(); } + void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } + void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } +}; + +//----------------------------------------------------------------------------- +// Tab bar, tab item +//----------------------------------------------------------------------------- + +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Store whether p_open is set or not, which we need to recompute WidthContents during layout. + ImGuiTabItemFlags_Unsorted = 1 << 21, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. + ImGuiTabItemFlags_Preview = 1 << 22 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) +}; + +// Storage for one active tab item (sizeof() 32~40 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float WidthContents; // Width of actual contents, stored during BeginTabItem() call + + ImGuiTabItem() { ID = 0; Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; } +}; + +// Storage for a tab bar (sizeof() 92~96 bytes) +struct ImGuiTabBar +{ + ImVector Tabs; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float ContentsHeight; + float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + ImGuiTabBarFlags Flags; + ImGuiID ReorderRequestTabId; + int ReorderRequestDir; + bool WantLayout; + bool VisibleTabWasSubmitted; + short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const + { + if (tab->Window) + return tab->Window->Name; + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } +}; + +//----------------------------------------------------------------------------- +// Internal API +// No guarantee of forward compatibility here. +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window); + IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window); + IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); + + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } + + // Init + IMGUI_API void Initialize(ImGuiContext* context); + IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Viewports + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void ShowViewportThumbnails(); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Basic Accessors + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); + IMGUI_API void PushOverrideID(ImGuiID id); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested + IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); + IMGUI_API float GetNextItemWidth(); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetWorkRectMax(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + + // Popups, Modals, Tooltips + IMGUI_API void OpenPopupEx(ImGuiID id); + 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 bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); + IMGUI_API ImGuiWindow* GetFrontMostPopupModal(); + 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 = ImGuiPopupPositionPolicy_Default); + + // Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); + 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); + IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); + IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void SetNavID(ImGuiID id, int nav_layer); + IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); + + // Inputs + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } + inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } + + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextOnLoadSettings(ImGuiContext* ctx); + IMGUI_API void DockContextRebuild(ImGuiContext* ctx); + IMGUI_API void DockContextUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginAsDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginAsDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + IMGUI_API void ShowDockingDebug(); + + // Docking - Builder function needs to be generally called before the DockSpace() node is submitted. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); // Warning: DO NOT HOLD ON ImGuiDockNode* pointer, will be invalided by any split/merge/remove operation. + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags = 0); // Use (flags == ImGuiDockNodeFlags_DockSpace) to create a dockspace, otherwise it'll create a floating node. + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_persistent_docking_references = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the root. + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_dir, ImGuiID* out_id_other); + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + + // Drag and Drop + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + + // New Columns API (FIXME-WIP) + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index = -1); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + + // Tab Bars + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); + IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImVec2 pos); + IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); + IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + +} // namespace ImGui + +// ImFontAtlas internals +IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +// Test engine hooks (imgui-test) +//#define IMGUI_ENABLE_TEST_ENGINE +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#endif + +#ifdef __clang__ +#pragma clang diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_widgets.cpp b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_widgets.cpp new file mode 100644 index 00000000..17ec851b --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imgui_widgets.cpp @@ -0,0 +1,7176 @@ +// dear imgui, v1.70 WIP +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#if __GNUC__ >= 8 +#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +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); + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text > 2000 && !wrap_enabled) + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0,0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size); + ItemAdd(bb, 0); + } + else + { + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + 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); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = GetNextItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); + const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it + const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + // Render + RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); + RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - Scrollbar() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + if (flags & ImGuiButtonFlags_Disabled) + { + if (out_hovered) *out_hovered = false; + if (out_held) *out_held = false; + if (g.ActiveId == id) ClearActiveID(); + return false; + } + + // Default behavior requires click+release on same spot + if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) + flags |= ImGuiButtonFlags_PressedOnClickRelease; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && window->DC.LastItemId != id) + ImGuiTestEngineHook_ItemAdd(&g, bb, id); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + { + pressed = true; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + { + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveID) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) + { + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + pressed = true; + ClearActiveID(); + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) + hovered = true; + + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = IsNavInputPressed(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 + SetActiveID(id, window); + if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + } + + bool held = false; + if (g.ActiveId == id) + { + if (pressed) + g.ActiveIdHasBeenPressed = true; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + if (g.IO.MouseDown[0]) + { + held = true; + } + else + { + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + { + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.NavActivateDownId != id) + ClearActiveID(); + } + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + if (pressed) + MarkItemEdited(id); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, 0); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); + RenderArrow(bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), dir); + + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + bool is_clipped = !ItemAdd(bb, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + + float cross_extent = (radius * 0.7071f) - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImVec2 off = dock_node ? ImVec2((float)(int)(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); + ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + if (hovered || held) + window->DrawList->AddCircleFilled(bb.GetCenter() + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, col, 9); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, GetColorU32(ImGuiCol_Text)); + else + RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + { + bool can_extract_dock_node = false; + if (dock_node != NULL && dock_node->VisibleWindow && !(dock_node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + { + ImGuiDockNode* root_node = DockNodeGetRootNode(dock_node); + if (root_node->OnlyNodeWithWindows != dock_node || (root_node->CentralNode != NULL)) + can_extract_dock_node = true; + } + if (can_extract_dock_node) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f); + IM_ASSERT(window->DockNodeAsHost != NULL); + if (g.IO.MouseDragMaxDistanceAbs[0].x > threshold_x || g.IO.MouseDragMaxDistanceAbs[0].y > threshold_y) + DockContextQueueUndockNode(&g, dock_node); + } + else + { + ImVec2 backup_active_click_offset = g.ActiveIdClickOffset; + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = backup_active_click_offset; + } + } + + return pressed; +} + +ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const bool horizontal = (axis == ImGuiAxis_X); + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetScrollbarID(window, axis); + KeepAliveID(id); + + // Render background + bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); + float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; + const ImRect host_rect = window->Rect(); + const float border_size = window->WindowBorderSize; + ImRect bb = horizontal + ? ImRect(host_rect.Min.x + border_size, host_rect.Max.y - style.ScrollbarSize, host_rect.Max.x - other_scrollbar_size_w - border_size, host_rect.Max.y - border_size) + : ImRect(host_rect.Max.x - style.ScrollbarSize, host_rect.Min.y + border_size, host_rect.Max.x - border_size, host_rect.Max.y - other_scrollbar_size_w - border_size); + bb.Min.x = ImMax(host_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar + bb.Min.y = ImMax(host_rect.Min.y, bb.Min.y); + if (!horizontal) + bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect? + + const float bb_width = bb.GetWidth(); + const float bb_height = bb.GetHeight(); + if (bb_width <= 0.0f || bb_height <= 0.0f) + return; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + { + alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return; + } + const bool allow_interaction = (alpha >= 1.0f); + + int window_rounding_corners; + if (horizontal) + window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); + else + window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); + bb.Expand(ImVec2(-ImClamp((float)(int)((bb_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); + float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; + float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; + float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + const bool previously_held = (g.ActiveId == id); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); + float scroll_ratio = ImSaturate(scroll_v / scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + if (held && allow_interaction && grab_h_norm < 1.0f) + { + float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; + float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (!previously_held) + { + // On initial click calculate the distance between mouse and the center of the grab + if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) + { + *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + } + else + { + seek_absolute = true; + *click_delta_to_grab_center_v = 0.0f; + } + } + + // Apply scroll + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); + scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + if (horizontal) + window->Scroll.x = scroll_v; + else + window->Scroll.y = scroll_v; + + // Update values for rendering + scroll_ratio = ImSaturate(scroll_v / scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + } + + // Render grab + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + ImRect grab_rect; + if (horizontal) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, host_rect.Max.x), bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, host_rect.Max.y)); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +// The color used are the button colors. +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + RenderNavHighlight(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + if (*v) + { + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), square_sz - pad*2.0f); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + bool v = ((*flags & flags_value) == flags_value); + bool pressed = Checkbox(label, &v); + if (pressed) + { + if (v) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + + return pressed; +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = (float)(int)center.x + 0.5f; + center.y = (float)(int)center.y + 0.5f; + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + return pressed; +} + +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x*2); + return; + } + + // Render and stay on same line + RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); + SameLine(0, style.FramePadding.x*2); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - Separator() +// - VerticalSeparator() [Internal] +// - SplitterBehavior() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0,0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + if (window->DC.CurrentLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0,0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrentLineSize.y = ImMax(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +void ImGui::Separator() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Those flags should eventually be overrideable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + if (flags & ImGuiSeparatorFlags_Vertical) + { + VerticalSeparator(); + return; + } + + // Horizontal Separator + if (window->DC.CurrentColumns) + PopClipRect(); + + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; + + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f)); + ItemSize(ImVec2(0.0f, 1.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit + if (!ItemAdd(bb, 0)) + { + if (window->DC.CurrentColumns) + PushColumnClipRect(); + return; + } + + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); + + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (window->DC.CurrentColumns) + { + PushColumnClipRect(); + window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; + } +} + +void ImGui::VerticalSeparator() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); + ItemSize(ImVec2(1.0f, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + bool item_add = ItemAdd(bb, id); + window->DC.ItemFlags = item_flags_backup; + if (!item_add) + return false; + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + + if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); + + return held; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - BeginCombo() +// - EndCombo() +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + // Always consume the SetNextWindowSizeConstraint() call in our early return paths + ImGuiContext& g = *GImGui; + ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; + g.NextWindowData.SizeConstraintCond = 0; + + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float expected_w = GetNextItemWidth(); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); + bool popup_open = IsPopupOpen(id); + + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); + RenderNavHighlight(frame_bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + RenderArrow(ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + } + RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if ((pressed || g.NavActivateId == id) && !popup_open) + { + if (window->DC.NavLayerCurrent == 0) + window->NavLastIds[0] = id; + OpenPopupEx(id); + popup_open = true; + } + + if (!popup_open) + return false; + + if (backup_next_window_size_constraint) + { + g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + + // Peak into expected window size so we can position it + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + ImVec2 size_expected = CalcWindowExpectedSize(popup_window); + if (flags & ImGuiComboFlags_PopupAlignLeft) + popup_window->AutoPosLastDirection = ImGuiDir_Left; + ImRect r_outer = GetWindowAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // Horizontally align ourselves with the framed text + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) + SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "%u", "%u" }, + { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "%u", "%u" }, + { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%I64u","%I64u" }, +#else + { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%llu", "%llu" }, +#endif + { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +static const char* PatchFormatStringFloatToInt(const char* fmt) +{ + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + return "%d"; + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). + if (fmt_end > fmt_start && fmt_end[-1] == 'f') + { +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (fmt_start == fmt && fmt_end[0] == 0) + return "%d"; + ImGuiContext& g = *GImGui; + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return g.TempBuffer; +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif + } + return fmt; +} + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + + // We don't support '-' op because it would conflict with inputing negative value. + // Instead you can use +-100 to subtract from an existing value + char op = buf[0]; + if (op == '+' || op == '*' || op == '/') + { + buf++; + while (ImCharIsBlankA(*buf)) + buf++; + } + else + { + op = 0; + } + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + IM_ASSERT(data_type < ImGuiDataType_COUNT); + int data_backup[2]; + const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); + IM_ASSERT(type_info->Size <= sizeof(data_backup)); + memcpy(data_backup, data_ptr, type_info->Size); + + if (format == NULL) + format = type_info->ScanFmt; + + // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. + int arg1i = 0; + if (data_type == ImGuiDataType_S32) + { + int* v = (int*)data_ptr; + int arg0i = *v; + float arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0i) < 1) + return false; + // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision + if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) + else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply + else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide + else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant + } + else if (data_type == ImGuiDataType_Float) + { + // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in + format = "%f"; + float* v = (float*)data_ptr; + float arg0f = *v, arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_Double) + { + format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis + double* v = (double*)data_ptr; + double arg0f = *v, arg1f = 0.0; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // All other types assign constant + // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. + sscanf(buf, format, data_ptr); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(data_backup, data_ptr, type_info->Size) != 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + v = (TYPE)ImAtof(p); + else + ImAtoi(p, (SIGNEDTYPE*)&v); + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool has_min_max = (v_min != v_max); + const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + + // Default tweak speed + if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); + if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + if (is_power) + { + // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range + FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); + v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_old_ref_for_accum_remainder = v_old_norm_curved; + } + else + { + v_cur += (TYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_power) + { + FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && has_min_max) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (power != 1.0f) + IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = GetNextItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Drag turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + 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) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, GetNextItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); + SameLine(0, g.Style.ItemInnerSpacing.x); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, GetNextItemWidth()); + + bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, GetNextItemWidth()); + + bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +template +float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +{ + if (v_min == v_max) + return 0.0f; + + const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_power) + { + if (v_clamped < 0.0f) + { + const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); + return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; + } + else + { + const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); + return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); + } + } + + // Linear slider + return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); +} + +// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_power = (power != 1.0f) && is_decimal; + + const float grab_padding = 2.0f; + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f + float linear_zero_pos; // 0.0->1.0f + if (is_power && v_min * v_max < 0.0f) + { + // Different sign + const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); + const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); + linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); + } + else + { + // Same sign + linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (delta != 0.0f) + { + clicked_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + if ((decimal_precision > 0) || is_power) + { + delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + delta /= 100.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= 10.0f; + set_new_value = true; + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + set_new_value = false; + else + clicked_t = ImSaturate(clicked_t + delta); + } + } + + if (set_new_value) + { + TYPE v_new; + if (is_power) + { + // Account for power curve scale on both sides of the zero + if (clicked_t < linear_zero_pos) + { + // Negative: rescale to the negative range before powering + float a = 1.0f - (clicked_t / linear_zero_pos); + a = ImPow(a, power); + v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); + } + else + { + // Positive: rescale to the positive range before powering + float a; + if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) + a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); + else + a = clicked_t; + a = ImPow(a, power); + v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); + } + } + else + { + // Linear slider + if (is_decimal) + { + v_new = ImLerp(v_min, v_max, clicked_t); + } + else + { + // For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; + TYPE v_new_off_floor = (TYPE)(v_new_off_f); + TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); + if (!is_decimal && v_new_off_floor < v_new_off_round) + v_new = v_min + v_new_off_round; + else + v_new = v_min + v_new_off_floor; + } + } + + // Round to user desired precision based on format string + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = GetNextItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, GetNextItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); + SameLine(0, g.Style.ItemInnerSpacing.x); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2*IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f); + *v_rad = v_deg * (2*IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + const bool hovered = ItemHoverable(frame_bb, id); + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +{ + ImGuiContext& g = *GImGui; + + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + const bool init = (g.TempInputTextId != id); + if (init) + ClearActiveID(); + + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); + ImStrTrimBlanks(data_buf); + + g.CurrentWindow->DC.CursorPos = bb.Min; + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputTextId = g.ActiveId; + } + if (value_changed) + return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); + return false; +} + +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + + bool value_changed = false; + if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= ImGuiInputTextFlags_CharsDecimal; + flags |= ImGuiInputTextFlags_AutoSelectAll; + + if (step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, GetNextItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + button_flags |= ImGuiButtonFlags_Disabled; + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, FindRenderedTextEnd(label)); + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + } + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, GetNextItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); + SameLine(0, g.Style.ItemInnerSpacing.x); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +// Prefer using "const char* format" directly, which is more flexible and consistent with other API. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputFloat(label, v, step, step_fast, format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextEx() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +namespace ImStb +{ + +static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } +static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +#ifdef __APPLE__ // FIXME: Move setting to IO structure +static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +#else +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +#endif +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x20000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" + +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos + bytes_count >= pos) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + return false; + } + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + + // Generic named filters + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + { + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + *p_char = (c += (unsigned int)('A'-'a')); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + + ImGuiWindow* draw_window = window; + if (is_multiline) + { + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + if (!BeginChildFrame(id, frame_bb.GetSize())) + { + EndChildFrame(); + EndGroup(); + return false; + } + draw_window = GetCurrentWindow(); + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + 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_NavKeyboard)); + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(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); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) + select_all = true; + } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // 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 value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // 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) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl + const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + 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; + + 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) SetWindowScrollY(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); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_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)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.BufDirty) + { + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + IM_ASSERT(apply_new_text_length >= 0); + if (backup_current_text_length != apply_new_text_length && is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); + else if (cursor_offset.x - size.x >= state->ScrollX) + state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - size.y >= scroll_y) + scroll_y = cursor_offset.y - size.y; + draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + draw_pos.y = draw_window->DC.CursorPos.y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + g.PlatformImePosViewport = window->Viewport; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChildFrame(); + EndGroup(); + } + + if (is_password && !is_displaying_hint) + PopFont(); + + // Log as text + if (g.LogEnabled && !(is_password && !is_displaying_hint)) + LogRenderedText(&draw_pos, buf_display, buf_display_end); + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// 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 colored 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. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_items_all = GetNextItemWidth() - w_extra; + const char* label_display_end = FindRenderedTextEnd(label); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); + if (!(flags & ImGuiColorEditFlags__DataTypeMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], 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]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); + SetNextItemWidth(w_items_all); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = i[3] = 0; + if (alpha) + sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + if (!(flags & ImGuiColorEditFlags_NoInputs)) + SameLine(0, style.ItemInnerSpacing.x); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + if (BeginPopup("picker")) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + window->DC.LastItemId = g.ActiveId; + + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. +void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col)); + window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + int rounding_corners_flags_cell = 0; + if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } + rounding_corners_flags_cell &= rounding_corners_flags; + window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +{ + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, GetNextItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + ColorConvertRGBtoHSV(R, G, B, H, S, V); + else if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(H, S, V, R, G, B); + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + 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)); + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + 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]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); + + const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); + draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); + draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); + draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); + draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); + float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + PopID(); + + return value_changed; +} + +// A little colored square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + float default_size = GetFrameHeight(); + if (size.x == 0.0f) + size.x = default_size; + if (size.y == 0.0f) + size.y = default_size; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + } + RenderNavHighlight(bb, id); + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + if (pressed) + MarkItemEdited(id); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; + if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; + if ((flags & ImGuiColorEditFlags__PickerMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + BeginTooltipEx(0, true); + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1,0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + if (flags & ImGuiColorEditFlags_NoAlpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); + SetCursorScreenPos(backup_pos); + ImVec4 dummy_ref_col; + memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - TreeAdvanceToLabelPos() +// - GetTreeNodeToLabelSpacing() +// - SetNextTreeNodeOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextTreeNodeOpenCond != 0) + { + if (g.NextTreeNodeOpenCond & ImGuiCond_Always) + { + is_open = g.NextTreeNodeOpenVal; + storage->SetInt(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextTreeNodeOpenVal; + storage->SetInt(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + g.NextTreeNodeOpenCond = 0; + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it + const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetWorkRectMax().x, window->DC.CursorPos.y + frame_height)); + if (display_frame) + { + // Framed header expand a little outside the default padding + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; + frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + } + + const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) + const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + window->DC.LastItemDisplayRect = frame_bb; + + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + // Flags that affects opening behavior: + // - 0 (default) .................... single-click anywhere to open + // - OpenOnDoubleClick .............. double-click anywhere to open + // - OpenOnArrow .................... single-click on arrow to open + // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open + ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed) + { + toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + toggled |= g.IO.MouseDoubleClicked[0]; + if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = false; + } + + if (g.NavId == id && g.NavMoveRequest && 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? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + if (g.LogEnabled) + { + // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. + const char log_prefix[] = "\n##"; + const char log_suffix[] = "##"; + LogRenderedText(&text_pos, log_prefix, log_prefix+3); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + LogRenderedText(&text_pos, log_suffix, log_suffix+2); + } + else + { + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + } + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + RenderFrame(frame_bb.Min, frame_bb.Max, col, false); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + } + + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); + else if (!is_leaf) + RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogRenderedText(&text_pos, ">"); + RenderText(text_pos, label, label_end, false); + } + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id ? str_id : "#TreePush"); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + window->IDStack.push_back(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + { + SetNavID(window->IDStack.back(), g.NavLayer); + NavMoveRequestCancel(); + } + window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +void ImGui::TreeAdvanceToLabelPos() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextTreeNodeOpenVal = is_open; + g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_open && !*p_open) + return false; + + ImGuiID id = window->GetID(label); + bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); + if (p_open) + { + // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + ImGuiContext& g = *GImGui; + ImGuiItemHoveredDataBackup last_item_backup; + float button_radius = g.FontSize * 0.5f; + ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y); + if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius)) + *p_open = false; + last_item_backup.Restore(); + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + PopClipRect(); + + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrentLineTextBaseOffset; + ImRect bb_inner(pos, pos + size); + ItemSize(size); + + // Fill horizontal space. + ImVec2 window_padding = window->WindowPadding; + float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; + float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x); + ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); + ImRect bb(pos, pos + size_draw); + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) + bb.Max.x += window_padding.x; + + // Selectables are tightly packed together so we extend the box to cover spacing between selectable. + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = (float)(int)(spacing_x * 0.50f); + const float spacing_U = (float)(int)(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) + { + ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + item_add = ItemAdd(bb, id); + window->DC.ItemFlags = backup_item_flags; + } + else + { + item_add = ItemAdd(bb, id); + } + if (!item_add) + { + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + PushColumnClipRect(); + return false; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; + if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; + if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; + if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; + if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + + if (flags & ImGuiSelectableFlags_Disabled) + selected = false; + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) + if (pressed || hovered) + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + g.NavDisableHighlight = true; + SetNavID(id, window->DC.NavLayerCurrent); + } + if (pressed) + MarkItemEdited(id); + + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + { + PushColumnClipRect(); + bb.Max.x -= (GetContentRegionMax().x - max_x); + } + + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return pressed; +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - ListBox() +// - ListBoxHeader() +// - ListBoxFooter() +//------------------------------------------------------------------------- +// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox +// and promote using them over existing ListBox() functions, similarly to change with combo boxes. +//------------------------------------------------------------------------- + +// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. +// Helper to calculate the size of a listbox and display a label on the right. +// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" +bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = GetStyle(); + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } + + BeginGroup(); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + BeginChildFrame(id, frame_bb.GetSize()); + return true; +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) +{ + // Size default to hold ~7.25 items. + // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. + // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. + // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + const ImGuiStyle& style = GetStyle(); + float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); + + // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + ImVec2 size; + size.x = 0.0f; + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + return ListBoxHeader(label, size); +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +void ImGui::ListBoxFooter() +{ + ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; + const ImRect bb = parent_window->DC.LastItemRect; + const ImGuiStyle& style = GetStyle(); + + EndChildFrame(); + + // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) + // We call SameLine() to restore DC.CurrentLine* data + SameLine(); + parent_window->DC.CursorPos = bb.Min; + ItemSize(bb, style.FramePadding.y); + EndGroup(); +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + if (!ListBoxHeader(label, items_count, height_in_items)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. + ImGuiContext& g = *GImGui; + bool value_changed = false; + ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + + PushID(i); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + ListBoxFooter(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- + +void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (frame_size.x == 0.0f) + frame_size.x = GetNextItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return; + const bool hovered = ItemHoverable(frame_bb, id); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + int v_hovered = -1; + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + v_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + 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 + + 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); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +ImGuiMenuColumns::ImGuiMenuColumns() +{ + Spacing = Width = NextWidth = 0.0f; + memset(Pos, 0, sizeof(Pos)); + memset(NextWidths, 0, sizeof(NextWidths)); +} + +void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +{ + IM_ASSERT(count == IM_ARRAYSIZE(Pos)); + (void)count; // [Bruno Levy] silence a warning + Width = NextWidth = 0.0f; + Spacing = spacing; + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + { + if (i > 0 && NextWidths[i] > 0.0f) + Width += Spacing; + Pos[i] = (float)(int)Width; + Width += NextWidths[i]; + NextWidths[i] = 0.0f; + } +} + +float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +{ + NextWidth = 0.0f; + NextWidths[0] = ImMax(NextWidths[0], w0); + NextWidths[1] = ImMax(NextWidths[1], w1); + NextWidths[2] = ImMax(NextWidths[2], w2); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); + return ImMax(Width, NextWidth); +} + +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) +{ + return ImMax(0.0f, avail_w - Width); +} + +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewport* viewport = g.Viewports[0]; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(viewport->Pos); + SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize)) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // 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)) + { + 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) + { + // 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) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + FocusWindow(window); + SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + g.NavLayer = layer; + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + NavMoveRequestCancel(); + } + } + + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + window->DC.GroupStack.back().AdvanceCursor = false; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.MenuBarAppending = false; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + bool pressed; + bool menu_is_open = IsPopupOpen(id); + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(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 + { + // Menu inside a menu + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); + if (!enabled) PopStyleColor(); + } + + const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // 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. + ImRect next_window_rect = child_menu_window->Rect(); + 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); + 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] + } + 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 + 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 + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + return false; + } + + menu_is_open |= want_open; + if (want_open) + OpenPopup(label); + + if (menu_is_open) + { + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + SetNextWindowPos(popup_pos, ImGuiCond_Always); + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + } + + return menu_is_open; +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // 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(); + } + + EndPopup(); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + bool pressed; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation we render neither the shortcut neither the selected tick mark + float w = label_size.x; + window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + PopStyleVar(); + window->DC.CursorPos.x += (float)(int)(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 + { + ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); + float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); + if (shortcut_size.x > 0.0f) + { + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + } + + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp()v +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + ID = 0; + SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + CurrFrameVisible = PrevFrameVisible = -1; + ContentsHeight = 0.0f; + OffsetMax = OffsetNextTab = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + Flags = ImGuiTabBarFlags_None; + ReorderRequestTabId = 0; + ReorderRequestDir = 0; + WantLayout = VisibleTabWasSubmitted = false; + LastTabItemIdx = -1; +} + +static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->Offset - b->Offset); +} + +static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiTabBarSortItem* a = (const ImGuiTabBarSortItem*)lhs; + const ImGuiTabBarSortItem* b = (const ImGuiTabBarSortItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); +} + +static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); + return ImGuiTabBarRef(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerClipRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); + //IM_ASSERT(0); + return true; + } + + // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. + // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. + if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->FramePadding = g.Style.FramePadding; + + // Layout + ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight())); + window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab); + const float y = tab_bar->BarRect.Max.y - 1.0f; + if (dock_node != NULL) + { + const float separator_min_x = dock_node->Pos.x + window->WindowBorderSize; + const float separator_max_x = dock_node->Pos.x + dock_node->Size.x - window->WindowBorderSize; + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + else + { + const float separator_min_x = tab_bar->BarRect.Min.x - window->WindowPadding.x; + const float separator_max_x = tab_bar->BarRect.Max.x + window->WindowPadding.x; + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); + return; // FIXME-ERRORHANDLING + } + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + else + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect + int tab_dst_n = 0; + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible) + { + if (tab->ID == tab_bar->SelectedTabId) + tab_bar->SelectedTabId = 0; + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + // Setup next selected tab + ImGuiID scroll_track_selected_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_track_selected_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) + { + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) + { + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + if (tab2->ID == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab2->ID; + tab1 = tab2 = NULL; + } + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + } + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + ImVector& width_sort_buffer = g.TabSortByWidthBuffer; + width_sort_buffer.resize(tab_bar->Tabs.Size); + + // Compute ideal widths + float width_total_contents = 0.0f; + ImGuiTabItem* most_recently_selected_tab = NULL; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = tab->Window ? tab->Window->HasCloseButton : ((tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0); + tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; + + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + width_sort_buffer[tab_n].Index = tab_n; + width_sort_buffer[tab_n].Width = tab->WidthContents; + } + + // Compute width + const float width_avail = tab_bar->BarRect.GetWidth(); + float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; + if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) + { + // If we don't have enough room, resize down the largest tabs first + if (tab_bar->Tabs.Size > 1) + ImQsort(width_sort_buffer.Data, (size_t)width_sort_buffer.Size, sizeof(ImGuiTabBarSortItem), TabBarSortItemComparer); + int tab_count_same_width = 1; + while (width_excess > 0.0f && tab_count_same_width < tab_bar->Tabs.Size) + { + while (tab_count_same_width < tab_bar->Tabs.Size && width_sort_buffer[0].Width == width_sort_buffer[tab_count_same_width].Width) + tab_count_same_width++; + float width_to_remove_per_tab_max = (tab_count_same_width < tab_bar->Tabs.Size) ? (width_sort_buffer[0].Width - width_sort_buffer[tab_count_same_width].Width) : (width_sort_buffer[0].Width - 1.0f); + float width_to_remove_per_tab = ImMin(width_excess / tab_count_same_width, width_to_remove_per_tab_max); + for (int tab_n = 0; tab_n < tab_count_same_width; tab_n++) + width_sort_buffer[tab_n].Width -= width_to_remove_per_tab; + width_excess -= width_to_remove_per_tab * tab_count_same_width; + } + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + tab_bar->Tabs[width_sort_buffer[tab_n].Index].Width = (float)(int)width_sort_buffer[tab_n].Width; + } + else + { + const float tab_max_width = TabBarCalcMaxTabWidth(); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Width = ImMin(tab->WidthContents, tab_max_width); + } + } + + // Layout all active tabs + float offset_x = 0.0f; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Offset = offset_x; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; + offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + } + tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + tab_bar->OffsetNextTab = 0.0f; + + // Horizontal scrolling buttons + const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); + if (scrolling_buttons) + if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_track_selected_tab_id = g.NavWindowingTarget->ID; + + // Update scrolling + if (scroll_track_selected_tab_id) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) + TabBarScrollToTab(tab_bar, scroll_track_selected_tab); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->ID) == NULL); + IM_ASSERT(g.CurrentTabBar == NULL); // Can't work while the tab bar is active as our tab doesn't have an X offset yet + + ImGuiTabItem new_tab; + new_tab.ID = window->ID; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // Actually select before expecting closure + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); + float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } +} + +void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +{ + IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestDir = dir; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + const ImRect avail_bar_rect = tab_bar->BarRect; + bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); + if (want_clip_rect) + PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); + + ImGuiTabItem* tab_to_select = NULL; + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + if (want_clip_rect) + PopClipRect(); + + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_select; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_PopupAlignLeft); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; // FIXME-ERRORHANDLING + } + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + window->IDStack.pop_back(); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + if (p_open && !*p_open) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return false; + } + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; + tab_is_new = true; + } + tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab->WidthContents = size.x; + + if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name with zero-terminator + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + IM_ASSERT(tab->Window != NULL); + tab->NameOffset = -1; + } + else + { + IM_ASSERT(tab->Window == NULL); + tab->NameOffset = tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. + } + + // If we are not reorderable, always reset offset based on submission order. + // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) + if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + tab->Offset = tab_bar->OffsetNextTab; + tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; + } + + // Update selected tab + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; + + // Lock visibility + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + size.x = tab->Width; + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed) + tab_bar->NextSelectedTabId = id; + hovered |= (g.HoveredId == id); + + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) + if (!held) + SetItemAllowOverlap(); + + // Drag and drop a single floating window node moves it + // FIXME-DOCK: In theory we shouldn't test for the ConfigDockingNodifySingleWindows flag here. + // When our single window node and OnlyNodeWithWindows are working properly we may remove this check here. + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsRootNode() && !node->IsDockSpace() && node->Windows.Size == 1 && g.IO.ConfigDockingTabBarOnSingleWindows; + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, -1); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, +1); + } + } + + // Extract a Dockable window out of it's tab bar + if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove)) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + //float threshold_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetOverlayDrawList(window)->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + else if (drag_distance_from_edge_x > threshold_x) + if ((tab_bar->ReorderRequestDir < 0 && tab_bar->GetTabOrder(tab) == 0) || (tab_bar->ReorderRequestDir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + g.ActiveId = g.MovingWindow->MoveId; + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) + // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) +#ifndef __ANDROID__ // [Bruno Sun 25 Aug 2019] + if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); +#endif + + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + TabBarRemoveTab(tab_bar, tab_id); + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f); + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + if (bb.GetWidth() <= 1.0f) + return false; + + // Render text label (with clipping + alpha gradient) + unsaved marker + const char* TAB_UNSAVED_MARKER = "*"; + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + if (flags & ImGuiTabItemFlags_UnsavedDocument) + { + text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); + } + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Close Button + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) + close_button_visible = true; + if (close_button_visible) + { + ImGuiItemHoveredDataBackup last_item_backup; + const float close_button_sz = g.FontSize * 0.5f; + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x - close_button_sz, bb.Min.y + frame_padding.y + close_button_sz), close_button_sz)) + close_button_pressed = true; + last_item_backup.Restore(); + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + + text_pixel_clip_bb.Max.x -= close_button_sz * 2.0f; + } + + // Label with ellipsis + // FIXME: This should be extracted into a helper but the use of text_pixel_clip_bb and !close_button_visible makes it tricky to abstract at the moment + const char* label_display_end = FindRenderedTextEnd(label); + if (label_size.x > text_ellipsis_clip_bb.GetWidth()) + { + const int ellipsis_dot_count = 3; + const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; + const char* label_end = NULL; + float label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, text_ellipsis_clip_bb.GetWidth() - ellipsis_width + 1.0f, 0.0f, label, label_display_end, &label_end).x; + if (label_end == label && label_end < label_display_end) // Always display at least 1 character if there's no room for character + ellipsis + { + label_end = label + ImTextCountUtf8BytesFromChar(label, label_display_end); + label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label, label_end).x; + } + while (label_end > label && ImCharIsBlankA(label_end[-1])) // Trim trailing space + { + label_end--; + label_size_clipped_x -= g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label_end, label_end + 1).x; // Ascii blanks are always 1 byte + } + RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_end, &label_size, ImVec2(0.0f, 0.0f)); + + const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f; + if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x) + RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text)); + } + else + { + RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_display_end, &label_size, ImVec2(0.0f, 0.0f)); + } + + return close_button_pressed; +} diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_rectpack.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_rectpack.h new file mode 100644 index 00000000..23f922a5 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_rectpack.h @@ -0,0 +1,630 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 0.99. +// Those changes would need to be pushed into nothings/stb: +// - Added STBRP__CDECL +// Grep for [DEAR IMGUI] to find the changes. + +// stb_rect_pack.h - v0.99 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// +// Version history: +// +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +#ifdef STBRP_LARGE_RECTS +typedef int stbrp_coord; +#else +typedef unsigned short stbrp_coord; +#endif + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +// [DEAR IMGUI] Added STBRP__CDECL +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; +#ifndef STBRP_LARGE_RECTS + STBRP_ASSERT(width <= 0xffff && height <= 0xffff); +#endif + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; +#ifdef STBRP_LARGE_RECTS + context->extra[1].y = (1<<30); +#else + context->extra[1].y = 65535; +#endif + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height < c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + STBRP_ASSERT(y <= best_y); + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +#ifdef STBRP_LARGE_RECTS +#define STBRP__MAXVAL 0xffffffff +#else +#define STBRP__MAXVAL 0xffff +#endif + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_textedit.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_textedit.h new file mode 100644 index 00000000..d7fcbd62 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_textedit.h @@ -0,0 +1,1417 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.13. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// Grep for [DEAR IMGUI] to find the changes. + +// stb_textedit.h - v1.13 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining STB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Todo: +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you wante before including. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_STB_TEXTEDIT_H +#define INCLUDE_STB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef STB_TEXTEDIT_UNDOSTATECOUNT +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef STB_TEXTEDIT_UNDOCHARCOUNT +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_CHARTYPE int +#endif +#ifndef STB_TEXTEDIT_POSITIONTYPE +#define STB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + STB_TEXTEDIT_POSITIONTYPE where; + STB_TEXTEDIT_POSITIONTYPE insert_length; + STB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; + STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_STB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef STB_TEXTEDIT_IMPLEMENTATION + +#ifndef STB_TEXTEDIT_memmove +#include +#define STB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z) { + // if it's at the end, then find the last line -- simpler than trying to + // explicitly handle this case in the regular code + if (single_line) { + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + } else { + find->y = 0; + find->x = 0; + find->height = 1; + while (i < z) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + prev_start = i; + i += r.num_chars; + } + find->first_char = i; + find->length = 0; + find->prev_first = prev_start; + } + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // remove the undo since we didn't actually insert the characters + if (state->undostate.undo_point) + --state->undostate.undo_point; + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// API key: process a keyboard input +static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + + // can't add newline in single-line mode + if (c == '\n' && state->single_line) + break; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + } + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + ++state->cursor; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str,state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // now find character position down a row + if (find.length) { + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + int start = find.first_char + find.length; + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + + if (state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + // can only go up if there's a previous row + if (find.prev_first != find.first_char) { + // now find character position up a row + float goal_x = state->has_preferred_x ? state->preferred_x : find.x; + float x; + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + +// @TODO: +// STB_TEXTEDIT_K_PGUP - move cursor up a page +// STB_TEXTEDIT_K_PGDOWN - move cursor down a page + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // {DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//STB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_truetype.h b/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_truetype.h new file mode 100644 index 00000000..c1cdb180 --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/OLD/imstb_truetype.h @@ -0,0 +1,4903 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.20. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.20 - public domain +// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen +// Cass Everitt Martins Mozeiko +// stoiko (Haemimont Games) Cap Petschulat +// Brian Hook Omar Cornut +// Walter van Niftrik github:aloucks +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. github:oyvindjam +// Brian Costabile github:vassvik +// +// VERSION HISTORY +// +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + if (unicode_codepoint < start) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours == -1) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else if (numberOfContours < 0) { + // @TODO other compound variations? + STBTT_assert(0); + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) stbtt__new_buf(NULL, 0); + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // fallthrough + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch(coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + } break; + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch(classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classDef1ValueArray + 2 * glyphCount; + } break; + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classRangeRecords + 6 * classRangeCount; + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } break; + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + STBTT_assert(glyph1class < class1Count); + STBTT_assert(glyph2class < class2Count); + + // TODO: Support more formats. + STBTT_GPOS_TODO_assert(valueFormat1 == 4); + if (valueFormat1 != 4) return 0; + STBTT_GPOS_TODO_assert(valueFormat2 == 0); + if (valueFormat2 != 0) return 0; + + if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { + stbtt_uint8 *class1Records = table + 16; + stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); + stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + break; + }; + } + } + break; + }; + + default: + // TODO: Implement other stuff. + break; + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + + if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = sy1 - sy0; + STBTT_assert(x >= 0 && x < len); + scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; + scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + // [DEAR IMGUI] Fix static analyzer warning + (void)dx; // [ImGui: fix static analyzer warning] + } + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = (x1+1 - x0) * dy + y_top; + + sign = e->direction; + // area of the rectangle covered from y0..y_crossing + area = sign * (y_crossing-sy0); + // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) + scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); + + step = sign * dy; + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; + area += step; + } + y_crossing += dy * (x2 - (x1+1)); + + STBTT_assert(STBTT_fabs(area) <= 1.01f); + + scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i,j,n, return_value = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + orig[0] = x; + //orig[1] = y; // [DEAR IMGUI] commmented double assignment + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + c*x^2 + b*x + a = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + // if one scale is 0, use same scale for both + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) return NULL; // if both scales are 0, return NULL + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve + float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (verts[i].type == STBTT_vline) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3],px,py,t,it; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/src/lib/geogram_gfx/third_party/ImGui/README.txt b/src/lib/geogram_gfx/third_party/ImGui/README.txt index 41c93305..b33fc33e 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/README.txt +++ b/src/lib/geogram_gfx/third_party/ImGui/README.txt @@ -1,6 +1,6 @@ imgui: Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies website: https://github.com/ocornut/imgui -This version (1.69) downloaded 03/16/2019 +This version (1.74 docking branch) pulled Tue 26 Nov 2019 01:52:17 PM CET My patches/changes indicated by [Bruno Levy] tags Added Android support. \ No newline at end of file diff --git a/src/lib/geogram_gfx/third_party/ImGui/imconfig.h b/src/lib/geogram_gfx/third_party/ImGui/imconfig.h index 8d23cbb1..68bbb6ec 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imconfig.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imconfig.h @@ -3,24 +3,24 @@ // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h) +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) // B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures. +// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include +// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- #pragma once -// [Bruno] I'm now using c++11... +// [Bruno Levy] I'm now using c++11... #include #ifdef NULL #undef NULL #define NULL nullptr #endif -// [Bruno] +// [Bruno Levy] #define IMGUI_IMPL_OPENGL_LOADER_CUSTOM "glup_compat.h" //---- Define assertion handler. Defaults to calling assert(). @@ -28,23 +28,25 @@ //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows. -// [Bruno] export ImGUI symbols. +// [Bruno Levy] export ImGUI symbols. #include #define IMGUI_API GEOGRAM_GFX_API //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) //---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. -//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. //#define IMGUI_DISABLE_DEMO_WINDOWS +//#define IMGUI_DISABLE_METRICS_WINDOW //---- 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. //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. -//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function. +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices'). //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. //#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). @@ -74,9 +76,26 @@ operator MyVec4() const { return MyVec4(x,y,z,w); } */ -//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it. +//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. +// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). +// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. //#define ImDrawIdx unsigned int +//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools +// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() +// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. /* namespace ImGui diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui.cpp b/src/lib/geogram_gfx/third_party/ImGui/imgui.cpp index b764ad0c..8e2da326 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui.cpp +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui.cpp @@ -1,12 +1,12 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases -// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started -// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269 +// Technical Support for Getting Started https://github.com/ocornut/imgui/wiki +// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/2847 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). @@ -28,7 +28,7 @@ DOCUMENTATION - MISSION STATEMENT - END-USER GUIDE -- PROGRAMMER GUIDE (read me!) +- PROGRAMMER GUIDE - Read first. - How to update to a newer version of Dear ImGui. - Getting started with integrating Dear ImGui in your code/engine. @@ -36,26 +36,8 @@ DOCUMENTATION - This is how a simple rendering function may look like. - Using gamepad/keyboard navigation controls. - API BREAKING CHANGES (read me when you update!) -- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - - Where is the documentation? - - Which version should I get? - - Who uses Dear ImGui? - - Why the odd dual naming, "Dear ImGui" vs "ImGui"? - - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - - How can I display an image? What is ImTextureID, how does it works? - - Why are multiple widgets reacting when I interact with a single one? How can I have - multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack... - - How can I use my own math types instead of ImVec2/ImVec4? - - How can I load a different font than the default? - - How can I easily use icons in my application? - - How can I load multiple fonts? - - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I interact with standard C++ types (such as std::string and std::vector)? - - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - - I integrated Dear ImGui in my engine and the text or lines are blurry.. - - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - - How can I help? +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) @@ -72,10 +54,11 @@ CODE // [SECTION] ImGuiListClipper // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ERROR CHECKING +// [SECTION] SCROLLING // [SECTION] TOOLTIPS // [SECTION] POPUPS // [SECTION] KEYBOARD/GAMEPAD NAVIGATION -// [SECTION] COLUMNS // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS @@ -139,7 +122,7 @@ CODE READ FIRST: - - Read the FAQ below this section! + - Remember to read the FAQ (https://www.dearimgui.org/faq) - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. @@ -174,11 +157,11 @@ CODE - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - Add the Dear ImGui source files to your projects or using your preferred build system. It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL). - - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating imgui types with your own maths types. + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render(). + phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code. - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. @@ -236,7 +219,7 @@ CODE // At this point you've got the texture data and you need to upload that your your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) io.Fonts->TexID = (void*)texture; @@ -253,16 +236,16 @@ CODE io.MouseDown[1] = my_mouse_buttons[1]; // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use imgui everywhere) + // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here ImGui::Text("Hello, world!"); - MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); - MyGameRender(); // may use any ImGui functions as well! + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! - // Render imgui, swap buffers - // (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code) + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); @@ -284,8 +267,8 @@ CODE for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; @@ -296,7 +279,7 @@ CODE else { // The texture for the draw call is specified by pcmd->TextureId. - // The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization. + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. MyEngineBindTexture((MyTexture*)pcmd->TextureId); // We are using scissoring to clip some objects. All low-level graphics API should supports it. @@ -321,9 +304,9 @@ CODE - The examples/ folders contains many actual implementation of the pseudo-codes above. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs - from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information. - - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! + They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the + rest of your application. In every cases you need to pass on the inputs to Dear ImGui. + - Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues! USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS @@ -372,14 +355,28 @@ CODE You can read releases logs https://github.com/ocornut/imgui/releases for more details. (Docking/Viewport Branch) - - 2018/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + - 2019/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - - likewise io.MousePos and GetMousePos() will use OS coordinates. + - likewise io.MousePos and GetMousePos() will use OS coordinates. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. - - 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - - + - 2019/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. + + + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. See docs/Changelog.txt or grep this log for details and new names, or see how they were implemented until 1.73. + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). @@ -387,7 +384,7 @@ CODE - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. @@ -455,9 +452,12 @@ CODE - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! @@ -465,10 +465,10 @@ CODE - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - - 2017/08/13 (1.51) - renamed ImGuiCol_Columns*** to ImGuiCol_Separator***. Kept redirection enums (will obsolete). - - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. @@ -568,43 +568,43 @@ CODE - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - ====================================== + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== Q: Where is the documentation? A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. - Run the examples/ and explore them. - - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - - Your programming IDE is your friend, find the type or function declaration to find comments + - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. Q: Which version should I get? - A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe - and recommended to sync to master/latest. The library is fairly stable and regressions tend to be - fixed fast when reported. You may also peak at the 'docking' branch which includes: - - Docking/Merging features (https://github.com/ocornut/imgui/issues/2109) - - Multi-viewport features (https://github.com/ocornut/imgui/issues/1542) - Many projects are using this branch and it is kept in sync with master regularly. + Q: Why the names "Dear ImGui" vs "ImGui"? + >> See https://www.dearimgui.org/faq + + Q&A: Concerns + ============= Q: Who uses Dear ImGui? - A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and - "Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages - for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! - - Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"? - A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when - when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI - (immediate-mode graphical user interface) was coined before and is being used in variety of other - situations (e.g. Unity uses it own implementation of the IMGUI paradigm). - To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, - longer name "Dear ImGui" that people can use to refer to this specific library. - Please try to refer to this library as "Dear ImGui". - - Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.org/faq + + Q&A: Integration + ================ + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } ) - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. @@ -619,91 +619,13 @@ CODE have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) - Q: How can I display an image? What is ImTextureID, how does it works? - A: Short explanation: - - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. - - Long explanation: - - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. - At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code - to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). - - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. - ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. - Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. - - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying - an image from the end-user perspective. This is what the _examples_ rendering functions are using: - - OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) - DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp) - DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) - DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) - - For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. - Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure - tying together both the texture and information about its format and how to read it. - - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about - the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase - is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. - If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID - representation suggested by the example bindings is probably the best choice. - (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) - - User code may do: - - // Cast our texture type to ImTextureID / void* - MyTexture* texture = g_CoffeeTableTexture; - ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); - - The renderer function called after ImGui::Render() will receive that same value that the user code passed: - - // Cast ImTextureID / void* stored in the draw command as our texture type - MyTexture* texture = (MyTexture*)pcmd->TextureId; - MyEngineBindTexture2D(texture); - - Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. - This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them. - If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using. - - Here's a simplified OpenGL example using stb_image.h: - - // Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data: - #define STB_IMAGE_IMPLEMENTATION - #include - [...] - int my_image_width, my_image_height; - unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4); - - // Turn the RGBA pixel data into an OpenGL texture: - GLuint my_opengl_texture; - glGenTextures(1, &my_opengl_texture); - glBindTexture(GL_TEXTURE_2D, my_opengl_texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); - - // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: - ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); - - C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. - Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. - Examples: - - GLuint my_tex = XXX; - void* my_void_ptr; - my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) - my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint - - ID3D11ShaderResourceView* my_dx11_srv = XXX; - void* my_void_ptr; - my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* - my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* - - Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated. + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + >> See https://www.dearimgui.org/faq + + Q&A: Usage + ---------- Q: Why are multiple widgets reacting when I interact with a single one? Q: How can I have multiple widgets with the same label or with an empty label? @@ -821,139 +743,25 @@ CODE e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. See what makes more sense in your situation! + Q: How can I display an image? What is ImTextureID, how does it works? + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + Q: How can I use my own math types instead of ImVec2/ImVec4? - A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. - This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2. + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.org/faq - Q: How can I load a different font than the default? - A: Use the font atlas to load the TTF/OTF file you want: - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. - (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) - (Read the 'misc/fonts/README.txt' file for more details about font loading.) - - New programmers: remember that in C/C++ and most programming languages if you want to use a - backslash \ within a string literal, you need to write it double backslash "\\": - io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) - io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT - io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT + Q&A: Fonts, Text + ================ + Q: How can I load a different font than the default? Q: How can I easily use icons in my application? - A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you - main font. Then you can refer to icons within your strings. - You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. - (Read the 'misc/fonts/README.txt' file for more details about icons font loading.) - Q: How can I load multiple fonts? - A: Use the font atlas to pack them into a single texture: - (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.) - - ImGuiIO& io = ImGui::GetIO(); - ImFont* font0 = io.Fonts->AddFontDefault(); - ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); - ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - // the first loaded font gets used by default - // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime - - // Options - ImFontConfig config; - config.OversampleH = 2; - config.OversampleV = 1; - config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up - config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); - - // Combine multiple fonts into one (e.g. for icon fonts) - static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; - ImFontConfig config; - config.MergeMode = true; - io.Fonts->AddFontDefault(); - io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs - Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. - - // Add default Japanese ranges - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); - - // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) - ImVector ranges; - ImFontGlyphRangesBuilder builder; - builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) - builder.AddChar(0x7262); // Add a specific character - builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges - builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - - All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 - by using the u8"hello" syntax. Specifying literal in your source code using a local code page - (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! - Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - - Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). - The applications in examples/ are doing that. - Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). - You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. - Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for - the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. - - Q: How can I interact with standard C++ types (such as std::string and std::vector)? - A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), - and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use - any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. - - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h. - - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API - lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. - Prefer using them over the old and awkward Combo()/ListBox() api. - - Generally for most high-level types you should be able to access the underlying data type. - You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). - - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass - to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. - Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. - Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those - are not configurable and not the same across implementations. - - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount - of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern - is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. - One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str - This is a small helper where you can instance strings with configurable local buffers length. Many game engines will - provide similar or better string helpers. - - Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags. - (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) - Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display - contents behind or over every other imgui windows (one bg/fg drawlist per viewport). - - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create - your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. - - Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". - (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) - - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) - This is the preferred solution for developer productivity. - In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple - and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect - to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. - Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. - - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends - the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. - - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate - for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing - for screen real-estate and precision. + >> See https://www.dearimgui.org/faq and misc/fonts/README.txt - Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. - A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). - Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. - - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - A: You are probably mishandling the clipping rectangles in your render function. - Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + Q&A: Community + ============== Q: How can I help? A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt @@ -961,18 +769,10 @@ CODE - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). Visuals are ideal as they inspire other programmers. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). - - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. - this is also useful to set yourself in the context of another window (to get/set other settings) - - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". - - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle - of a deep nested inner loop in your code. - - tip: you can call Render() multiple times (e.g for VR renders). - - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! - */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) @@ -996,7 +796,7 @@ CODE // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -#define IMGUI_DEBUG_DOCKING_INI 0 // Save additional comments in .ini file (makes saving slower) +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // Visual Studio warnings #ifdef _MSC_VER @@ -1005,7 +805,7 @@ CODE #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. @@ -1022,6 +822,8 @@ CODE #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' @@ -1029,9 +831,7 @@ CODE #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. @@ -1041,6 +841,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end) static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved. // Docking static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. @@ -1053,16 +854,15 @@ static void SetCurrentWindow(ImGuiWindow* window); static void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); -static void CheckStacksSize(ImGuiWindow* window, bool write); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); // Settings -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); -static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); // Platform Dependents default implementation for IO functions static const char* GetClipboardTextFn_DefaultImpl(void* user_data); @@ -1075,21 +875,29 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& // Navigation static void NavUpdate(); static void NavUpdateWindowing(); -static void NavUpdateWindowingList(); +static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); -static float NavUpdatePageUpPageDown(int allowed_dir_flags); +static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static int FindWindowFocusIndex(ImGuiWindow* window); +// Error Checking +static void ErrorCheckEndFrame(); +static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write); + // Misc static void UpdateMouseInputs(); static void UpdateMouseWheel(); -static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); -static void RenderOuterBorders(ImGuiWindow* window); +static bool UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void UpdateDebugToolItemPicker(); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void EndFrameDrawDimmedBackgrounds(); // Viewports @@ -1099,6 +907,7 @@ static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); static void UpdateSelectWindowViewport(ImGuiWindow* window); static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); static void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); static int FindPlatformMonitorForPos(const ImVec2& pos); @@ -1156,6 +965,7 @@ ImGuiStyle::ImGuiStyle() WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows @@ -1167,13 +977,14 @@ ImGuiStyle::ImGuiStyle() ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns - ScrollbarSize = 16.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. @@ -1230,7 +1041,7 @@ ImGuiIO::ImGuiIO() MouseDoubleClickMaxDist = 6.0f; for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; - KeyRepeatDelay = 0.250f; + KeyRepeatDelay = 0.275f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -1243,7 +1054,7 @@ ImGuiIO::ImGuiIO() // Docking options (when ImGuiConfigFlags_DockingEnable is set) ConfigDockingNoSplit = false; ConfigDockingWithShift = false; - ConfigDockingTabBarOnSingleWindows = false; + ConfigDockingAlwaysTabBar = false; ConfigDockingTransparentPayload = false; // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) @@ -1262,6 +1073,7 @@ ImGuiIO::ImGuiIO() ConfigInputTextCursorBlink = true; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; + ConfigWindowsMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; @@ -1286,9 +1098,10 @@ ImGuiIO::ImGuiIO() // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message -void ImGuiIO::AddInputCharacter(ImWchar c) +void ImGuiIO::AddInputCharacter(unsigned int c) { - InputQueueCharacters.push_back(c); + if (c > 0 && c < 0x10000) + InputQueueCharacters.push_back((ImWchar)c); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) @@ -1297,7 +1110,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c > 0 && c <= 0xFFFF) + if (c > 0 && c < 0x10000) InputQueueCharacters.push_back((ImWchar)c); } } @@ -1598,7 +1411,7 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed) FILE* ImFileOpen(const char* filename, const char* mode) { -#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can) const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1; const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1; @@ -1951,15 +1764,15 @@ ImU32 ImGui::GetColorU32(ImU32 col) //----------------------------------------------------------------------------- // std::lower_bound but without the bullshit -static ImGuiStorage::Pair* LowerBound(ImVector& data, ImGuiID key) +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { - ImGuiStorage::Pair* first = data.Data; - ImGuiStorage::Pair* last = data.Data + data.Size; + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; size_t count = (size_t)(last - first); while (count > 0) { size_t count2 = count >> 1; - ImGuiStorage::Pair* mid = first + count2; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { first = ++mid; @@ -1981,18 +1794,18 @@ void ImGuiStorage::BuildSortByKey() static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. - if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; - if (((const Pair*)lhs)->key < ((const Pair*)rhs)->key) return -1; + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_i; @@ -2005,7 +1818,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return default_val; return it->val_f; @@ -2013,7 +1826,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { - ImGuiStorage::Pair* it = LowerBound(const_cast&>(Data), key); + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); if (it == Data.end() || it->key != key) return NULL; return it->val_p; @@ -2022,9 +1835,9 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const // References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -2035,27 +1848,27 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - it = Data.insert(it, Pair(key, default_val)); + it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_i = val; @@ -2068,10 +1881,10 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_f = val; @@ -2079,10 +1892,10 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { - ImGuiStorage::Pair* it = LowerBound(Data, key); + ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) { - Data.insert(it, Pair(key, val)); + Data.insert(it, ImGuiStoragePair(key, val)); return; } it->val_p = val; @@ -2123,7 +1936,7 @@ bool ImGuiTextFilter::Draw(const char* label, float width) return value_changed; } -void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) const +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const { out->resize(0); const char* wb = b; @@ -2132,25 +1945,25 @@ void ImGuiTextFilter::TextRange::split(char separator, ImVector* out) { if (*we == separator) { - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); wb = we + 1; } we++; } if (wb != we) - out->push_back(TextRange(wb, we)); + out->push_back(ImGuiTextRange(wb, we)); } void ImGuiTextFilter::Build() { Filters.resize(0); - TextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); + ImGuiTextRange input_range(InputBuf, InputBuf+strlen(InputBuf)); input_range.split(',', &Filters); CountGrep = 0; for (int i = 0; i != Filters.Size; i++) { - TextRange& f = Filters[i]; + ImGuiTextRange& f = Filters[i]; while (f.b < f.e && ImCharIsBlankA(f.b[0])) f.b++; while (f.e > f.b && ImCharIsBlankA(f.e[-1])) @@ -2172,19 +1985,19 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const for (int i = 0; i != Filters.Size; i++) { - const TextRange& f = Filters[i]; + const ImGuiTextRange& f = Filters[i]; if (f.empty()) continue; if (f.b[0] == '-') { // Subtract - if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL) + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) return false; } else { // Grep - if (ImStristr(text, text_end, f.begin(), f.end()) != NULL) + if (ImStristr(text, text_end, f.b, f.e) != NULL) return true; } } @@ -2267,20 +2080,64 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper -// This is currently not as flexible/powerful as it should be, needs some rework (see TODO) +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- +// Helper to calculate coarse clipping of large list of evenly sized items. +// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. +// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (window->SkipItems) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect + ImRect unclipped_rect = window->ClipRect; + if (g.NavMoveRequest) + unclipped_rect.Add(g.NavScoringRectScreen); + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); + int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} + static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. // The clipper should probably have a 4th step to display the last item in a regular manner. - ImGui::SetCursorPosY(pos_y); - ImGuiWindow* window = ImGui::GetCurrentWindow(); - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. - window->DC.PrevLineSize.y = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (window->DC.CurrentColumns) - window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } // Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 @@ -2288,7 +2145,10 @@ static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int count, float items_height) { - StartPosY = ImGui::GetCursorPosY(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = count; StepNo = 0; @@ -2315,7 +2175,10 @@ void ImGuiListClipper::End() bool ImGuiListClipper::Step() { - if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ItemsCount == 0 || window->SkipItems) { ItemsCount = -1; return false; @@ -2324,16 +2187,16 @@ bool ImGuiListClipper::Step() { DisplayStart = 0; DisplayEnd = 1; - StartPosY = ImGui::GetCursorPosY(); + StartPosY = window->DC.CursorPos.y; StepNo = 1; return true; } if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. { if (ItemsCount == 1) { ItemsCount = -1; return false; } - float items_height = ImGui::GetCursorPosY() - StartPosY; + float items_height = window->DC.CursorPos.y - StartPosY; IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically - Begin(ItemsCount-1, items_height); + Begin(ItemsCount - 1, items_height); DisplayStart++; DisplayEnd++; StepNo = 3; @@ -2456,6 +2319,87 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons LogRenderedText(&pos_min, text, text_display_end); } + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = (ImWchar)'.'; + ellipsis_char_count = 3; + } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + + if (ellipsis_char_count > 1) + { + // Full ellipsis size without free spacing after it. + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); + ellipsis_x += ellipsis_glyph_width; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + // Render a rectangle shaped with optional rounding and borders void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) { @@ -2483,13 +2427,11 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } // Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state -void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { - ImGuiContext& g = *GImGui; - - const float h = g.FontSize * 1.00f; + const float h = draw_list->_Data->FontSize * 1.00f; float r = h * 0.40f * scale; - ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale); + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); ImVec2 a, b, c; switch (dir) @@ -2513,15 +2455,12 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) IM_ASSERT(0); break; } - - g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text)); + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); } -void ImGui::RenderBullet(ImVec2 pos) +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8); + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) @@ -2592,7 +2531,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) ViewportPos = ImVec2(FLT_MAX, FLT_MAX); Pos = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f); - SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); + ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f); WindowPadding = ImVec2(0.0f, 0.0f); WindowRounding = 0.0f; WindowBorderSize = 0.0f; @@ -2612,6 +2551,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) SkipItems = false; Appearing = false; Hidden = false; + IsFallbackWindow = false; HasCloseButton = false; ResizeBorderHeld = -1; BeginCount = 0; @@ -2619,18 +2559,21 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) BeginOrderWithinContext = -1; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; - AutoFitOnlyGrows = false; AutoFitChildAxises = 0x00; + AutoFitOnlyGrows = false; AutoPosLastDirection = ImGuiDir_None; HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used. + LastFrameActive = -1; LastFrameJustFocused = -1; + LastTimeActive = -1.0f; ItemWidthDefault = 0.0f; FontWindowScale = FontDpiScale = 1.0f; - SettingsIdx = -1; + SettingsOffset = -1; DrawList = &DrawListInst; DrawList->_OwnerName = Name; @@ -2644,6 +2587,9 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) NavRectRel[0] = NavRectRel[1] = ImRect(); NavLastChildNavWindow = NULL; + MemoryCompacted = false; + MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0; + DockNode = DockNodeAsHost = NULL; DockId = 0; DockTabItemStatusFlags = ImGuiItemStatusFlags_None; @@ -2675,6 +2621,14 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) return id; } +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); + return id; +} + ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); @@ -2687,6 +2641,12 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) return ImHashData(&ptr, sizeof(void*), seed); } +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + return ImHashData(&n, sizeof(n), seed); +} + // This is only used in rare/specific situations to manufacture an ID out of nowhere. ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { @@ -2705,6 +2665,36 @@ static void SetCurrentWindow(ImGuiWindow* window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// This is currently unused by the library, but you may call this yourself for easy GC. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name +// - StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemFlagsStack.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); + window->DC.GroupStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + void ImGui::SetNavID(ImGuiID id, int nav_layer) { ImGuiContext& g = *GImGui; @@ -2731,8 +2721,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (g.ActiveIdIsJustActivated) { g.ActiveIdTimer = 0.0f; - g.ActiveIdHasBeenPressed = false; - g.ActiveIdHasBeenEdited = false; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; if (id != 0) { g.LastActiveId = id; @@ -2740,15 +2730,20 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) } } g.ActiveId = id; - g.ActiveIdAllowNavDirFlags = 0; - g.ActiveIdBlockNavInputFlags = 0; g.ActiveIdAllowOverlap = false; g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; if (id) { g.ActiveIdIsAlive = id; g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask = 0x00; } // FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring. @@ -2811,7 +2806,8 @@ void ImGui::MarkItemEdited(ImGuiID id) IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEdited = true; + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; } @@ -2841,36 +2837,42 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla } // Advance cursor given item size for layout. -void ImGui::ItemSize(const ImVec2& size, float text_offset_y) +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + // Always align ourselves on pixel boundaries - const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y); - const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y); //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] - window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y); - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] window->DC.PrevLineSize.y = line_height; - window->DC.PrevLineTextBaseOffset = text_base_offset; - window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } -void ImGui::ItemSize(const ImRect& bb, float text_offset_y) +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) { - ItemSize(bb.GetSize(), text_offset_y); + ItemSize(bb.GetSize(), text_baseline_y); } // Declare item bounding box for clipping and interaction. @@ -2885,19 +2887,33 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) { // Navigation processing runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. - // it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakID) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakID = 0; + } +#endif } window->DC.LastItemId = id; window->DC.LastItemRect = bb; window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0) @@ -2980,6 +2996,17 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; SetHoveredID(id); + + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakID == id) + IM_DEBUG_BREAK(); + return true; } @@ -3007,7 +3034,7 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL) + if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) { g.FocusRequestNextWindow = window; g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. @@ -3045,7 +3072,7 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) ImGuiWindow* window = GImGui->CurrentWindow; if (wrap_pos_x == 0.0f) - wrap_pos_x = GetWorkRectMax().x; + wrap_pos_x = window->WorkRect.Max.x; else if (wrap_pos_x > 0.0f) wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space @@ -3071,13 +3098,15 @@ void ImGui::MemFree(void* ptr) const char* ImGui::GetClipboardText() { - return GImGui->IO.GetClipboardTextFn ? GImGui->IO.GetClipboardTextFn(GImGui->IO.ClipboardUserData) : ""; + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; } void ImGui::SetClipboardText(const char* text) { - if (GImGui->IO.SetClipboardTextFn) - GImGui->IO.SetClipboardTextFn(GImGui->IO.ClipboardUserData, text); + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); } const char* ImGui::GetVersion() @@ -3085,7 +3114,7 @@ const char* ImGui::GetVersion() return IMGUI_VERSION; } -// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module ImGuiContext* ImGui::GetCurrentContext() { @@ -3104,7 +3133,7 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit // If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures thanwhat imgui.cpp sees, which is problematic. +// may see different structures than what imgui.cpp sees, which is problematic. // We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { @@ -3184,7 +3213,7 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist { // Create the draw list on demand, because they are not frequently used for all viewports ImGuiContext& g = *GImGui; - IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); // [Bruno] removed test >= 0 (unsigned int) + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); // [Bruno Levy] removed test >= 0 (unsigned int) ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; if (draw_list == NULL) { @@ -3199,7 +3228,6 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist draw_list->Clear(); draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); - draw_list->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount; } return draw_list; @@ -3253,6 +3281,32 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.MovingWindow = window; } +void ImGui::StartMouseDragFromTitleBar(ImGuiWindow* window, ImGuiDockNode* node, bool from_collapse_button) +{ + ImGuiContext& g = *GImGui; + bool can_extract_dock_node = false; + if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0) + { + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || (root_node->CentralNode != NULL)) + if (from_collapse_button || root_node->IsDockSpace()) + can_extract_dock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); + if (can_extract_dock_node && dragging) + { + DockContextQueueUndockNode(&g, node); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + } + else if (!can_extract_dock_node && (clicked || dragging) && g.MovingWindow != window) + { + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + } +} + // Handle mouse moving window // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() void ImGui::UpdateMouseMovingWindowNewFrame() @@ -3279,9 +3333,9 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } else { - // Try to merge the window back into the main viewport. + // Try to merge the window back into the main viewport. // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) - if (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. @@ -3329,7 +3383,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; } - else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL) + else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { // Clicking on void disable focus FocusWindow(NULL); @@ -3341,9 +3395,9 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { - // Find the top-most window between HoveredWindow and the front most Modal Window. + // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. - ImGuiWindow* modal = GetFrontMostPopupModal(); + ImGuiWindow* modal = GetTopMostPopupModal(); bool hovered_window_above_modal = false; if (modal == NULL) hovered_window_above_modal = true; @@ -3364,7 +3418,7 @@ static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) window->Pos += delta; window->ClipRect.Translate(delta); window->OuterRectClipped.Translate(delta); - window->InnerMainRect.Translate(delta); + window->InnerRect.Translate(delta); window->DC.CursorPos += delta; window->DC.CursorStartPos += delta; window->DC.CursorMaxPos += delta; @@ -3378,7 +3432,7 @@ static void ScaleWindow(ImGuiWindow* window, float scale) window->Pos = ImFloor((window->Pos - origin) * scale + origin); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); - window->SizeContents = ImFloor(window->SizeContents * scale); + window->ContentSize = ImFloor(window->ContentSize * scale); } static bool IsWindowActiveAndVisible(ImGuiWindow* window) @@ -3443,26 +3497,52 @@ static void ImGui::UpdateMouseInputs() } } -void ImGui::UpdateMouseWheel() +static void StartLockWheelingWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - if (!g.HoveredWindow || g.HoveredWindow->Collapsed) + if (g.WheelingWindow == window) return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowTimer = 0.0f; + if (g.WheelingWindowTimer <= 0.0f) + { + g.WheelingWindow = NULL; + g.WheelingWindowTimer = 0.0f; + } + } + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; - ImGuiWindow* window = g.HoveredWindow; + + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; // Zoom / Scale window // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { + StartLockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); const float scale = new_font_scale / window->FontWindowScale; window->FontWindowScale = new_font_scale; if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos = ImFloor(window->Pos + offset); + SetWindowPos(window, window->Pos + offset, 0); window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); } @@ -3470,31 +3550,35 @@ void ImGui::UpdateMouseWheel() } // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs) && window->ParentWindow) - window = window->ParentWindow; - const bool scroll_allowed = !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); - if (scroll_allowed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f) && !g.IO.KeyCtrl) - { - ImVec2 max_step = (window->ContentsRegionRect.GetSize() + window->WindowPadding * 2.0f) * 0.67f; + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent - // Vertical Mouse Wheel Scrolling (hold Shift to scroll horizontally) - if (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) - { - float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step.y)); - SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_step); - } - else if (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) + // Vertical Mouse Wheel scrolling + const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_y != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); - SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheel * scroll_step); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); } + } - // Horizontal Mouse Wheel Scrolling (for hardware that supports it) - if (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; + if (wheel_x != 0.0f && !g.IO.KeyCtrl) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step.x)); - SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_step); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); } } } @@ -3512,7 +3596,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); // Modal windows prevents cursor from hovering behind them. - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window) if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; @@ -3541,13 +3625,13 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) if (g.WantCaptureKeyboardNextFrame != -1) g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else @@ -3559,15 +3643,10 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -void ImGui::NewFrame() +static void NewFrameSanityChecks() { - IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiTestEngineHook_PreNewFrame(&g); -#endif - // Check user data // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); @@ -3579,6 +3658,7 @@ void ImGui::NewFrame() IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); for (int n = 0; n < ImGuiKey_COUNT; n++) IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); @@ -3589,6 +3669,26 @@ void ImGui::NewFrame() // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_PreNewFrame(&g); +#endif + + // Check and assert for various common IO and Configuration mistakes + NewFrameSanityChecks(); + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); // Perform simple checks: multi-viewport and platform windows support if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) @@ -3620,12 +3720,13 @@ void ImGui::NewFrame() for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; - (void)mon; // [Bruno] silence a warning + IM_UNUSED(mon); IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor bounds not setup properly."); IM_ASSERT(mon.WorkSize.x > 0.0f && mon.WorkSize.y > 0.0f && "Monitor bounds not setup properly. If you don't have work area information, just copy Min/Max into them."); IM_ASSERT(mon.DpiScale != 0.0f); } } + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; // Load settings on first frame (if not explicitly loaded manually before) if (!g.SettingsLoaded) @@ -3651,11 +3752,10 @@ void ImGui::NewFrame() } g.Time += g.IO.DeltaTime; - g.FrameScopeActive = true; + g.WithinFrameScope = true; g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; - g.ConfigFlagsForFrame = g.IO.ConfigFlags; UpdateViewportsNewFrame(); @@ -3669,6 +3769,13 @@ void ImGui::NewFrame() virtual_space.Add(g.Viewports[n]->GetRect()); g.DrawListSharedData.ClipRectFullscreen = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (int n = 0; n < g.Viewports.Size; n++) @@ -3701,12 +3808,18 @@ void ImGui::NewFrame() g.LastActiveIdTimer += g.IO.DeltaTime; g.ActiveIdPreviousFrame = g.ActiveId; g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; - g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; g.ActiveIdPreviousFrameIsAlive = false; g.ActiveIdIsJustActivated = false; if (g.TempInputTextId != 0 && g.ActiveId != g.TempInputTextId) g.TempInputTextId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = g.ActiveIdUsingNavInputMask = 0; + g.ActiveIdUsingKeyInputMask = 0; + } // Drag and drop g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; @@ -3743,7 +3856,7 @@ void ImGui::NewFrame() UpdateMouseMovingWindowNewFrame(); // Background darkening/whitening - if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); @@ -3787,8 +3900,9 @@ void ImGui::NewFrame() g.NavIdTabCounter = INT_MAX; - // Mark all windows as not visible + // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size); + const float memory_compact_start_time = (g.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -3796,6 +3910,10 @@ void ImGui::NewFrame() window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; + + // Garbage collect (this is totally functional but we may need decide if the side-effects are desirable) + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); } // Closing the focused window restore focus to the first active root window in descending z-order @@ -3811,31 +3929,62 @@ void ImGui::NewFrame() // Docking DockContextUpdateDocking(&g); + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. + UpdateDebugToolItemPicker(); + // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. // This fallback is particularly important as it avoid ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); - g.FrameScopePushedImplicitWindow = true; + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); #ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiTestEngineHook_PostNewFrame(&g); #endif } +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakID = 0; + if (g.DebugItemPickerActive) + { + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); + if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (ImGui::IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakID = hovered_id; + g.DebugItemPickerActive = false; + } + ImGui::SetNextWindowBgAlpha(0.60f); + ImGui::BeginTooltip(); + ImGui::Text("HoveredId: 0x%08X", hovered_id); + ImGui::Text("Press ESC to abort picking."); + ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + ImGui::EndTooltip(); + } +} + void ImGui::Initialize(ImGuiContext* context) { ImGuiContext& g = *context; IM_ASSERT(!g.Initialized && !g.SettingsLoaded); // Add .ini handle for ImGuiWindow type - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window"); - ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen; - ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine; - ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); @@ -3865,7 +4014,7 @@ void ImGui::Shutdown(ImGuiContext* context) } g.IO.Fonts = NULL; - // Cleanup of other data are conditional on actually having initialized ImGui. + // Cleanup of other data are conditional on actually having initialized Dear ImGui. if (!g.Initialized) return; @@ -3906,15 +4055,19 @@ void ImGui::Shutdown(ImGuiContext* context) g.FontStack.clear(); g.OpenPopupStack.clear(); g.BeginPopupStack.clear(); + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; for (int i = 0; i < g.Viewports.Size; i++) IM_DELETE(g.Viewports[i]); g.Viewports.clear(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + g.PrivateClipboard.clear(); g.InputTextState.ClearFreeMemory(); - for (int i = 0; i < g.SettingsWindows.Size; i++) - IM_DELETE(g.SettingsWindows[i].Name); g.SettingsWindows.clear(); g.SettingsHandlers.clear(); @@ -3947,7 +4100,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im { int count = window->DC.ChildWindows.Size; if (count > 1) - ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -3971,19 +4124,28 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d return; } - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly. + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) // If this assert triggers because you are drawing lots of stuff manually: - // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. - // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. - // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: - // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - // Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API. - // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. if (sizeof(ImDrawIdx) == 2) IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); @@ -4075,7 +4237,7 @@ static void ImGui::EndFrameDrawDimmedBackgrounds() ImGuiContext& g = *GImGui; // Draw modal whitening background on _other_ viewports than the one the modal is one - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); const bool dim_bg_for_modal = (modal_window != NULL); const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL); if (dim_bg_for_modal || dim_bg_for_window_list) @@ -4127,7 +4289,7 @@ void ImGui::EndFrame() IM_ASSERT(g.Initialized); if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times. return; - IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?"); + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) if (g.PlatformIO.Platform_SetImeInputPos && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f)) @@ -4138,24 +4300,10 @@ void ImGui::EndFrame() g.PlatformImePosViewport = NULL; } - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you - // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). - if (g.CurrentWindowStack.Size != 1) - { - if (g.CurrentWindowStack.Size > 1) - { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); - while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING - End(); - } - else - { - IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); - } - } + ErrorCheckEndFrame(); // Hide implicit/fallback "Debug" window if it hasn't been used - g.FrameScopePushedImplicitWindow = false; + g.WithinFrameScopeWithImplicitWindow = false; if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) g.CurrentWindow->Active = false; End(); @@ -4164,8 +4312,8 @@ void ImGui::EndFrame() EndFrameDrawDimmedBackgrounds(); // Show CTRL+TAB list window - if (g.NavWindowingTarget) - NavUpdateWindowingList(); + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); SetCurrentViewport(NULL, NULL); @@ -4187,7 +4335,7 @@ void ImGui::EndFrame() } // End frame - g.FrameScopeActive = false; + g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; // Initiate moving window + handle left-click and right-click focus @@ -4230,9 +4378,9 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); g.FrameCountRendered = g.FrameCount; - - // Gather ImDrawList to render (for each active window) g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0; + + // Add background ImDrawList (for each active viewport) for (int n = 0; n != g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; @@ -4241,22 +4389,28 @@ void ImGui::Render() AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); } - ImGuiWindow* windows_to_render_front_most[2]; - windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; - windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL; + // Add ImDrawList to render (for each active window) + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingList : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1]) + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } - for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++) - if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window - AddRootWindowToDrawData(windows_to_render_front_most[n]); + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the tp-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); + ImRect mouse_cursor_rect; + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + { + ImVec2 offset, size, uv[4]; + if (g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2])) + mouse_cursor_rect = ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(size.x + 2, size.y + 2) * g.Style.MouseCursorScale); + } // Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; @@ -4264,8 +4418,14 @@ void ImGui::Render() { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.FlattenIntoSingleLayer(); + + if (viewport->GetRect().Overlaps(mouse_cursor_rect)) + RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Add foreground ImDrawList (for each active viewport) if (viewport->DrawLists[1] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; @@ -4279,7 +4439,7 @@ void ImGui::Render() } // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. -// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) { ImGuiContext& g = *GImGui; @@ -4297,57 +4457,16 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round - text_size.x = (float)(int)(text_size.x + 0.95f); + text_size.x = IM_FLOOR(text_size.x + 0.95f); return text_size; } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (window->SkipItems) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; - if (g.NavMoveRequest) - unclipped_rect.Add(g.NavScoringRectScreen); - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); - int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; -} - -// Find window given position, search front-to-back -// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically -// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is -// called, aka before the next Begin(). Moving window isn't affected. -static void FindHoveredWindow() +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() { ImGuiContext& g = *GImGui; @@ -4391,7 +4510,7 @@ static void FindHoveredWindow() if (hole_bb.Contains(g.IO.MousePos - window->Pos)) continue; } - + if (hovered_window == NULL) hovered_window = window; if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) @@ -4432,25 +4551,36 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c int ImGui::GetKeyIndex(ImGuiKey imgui_key) { IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - return GImGui->IO.KeyMap[imgui_key]; + ImGuiContext& g = *GImGui; + return g.IO.KeyMap[imgui_key]; } // Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]! bool ImGui::IsKeyDown(int user_key_index) { - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); - return GImGui->IO.KeysDown[user_key_index]; + if (user_key_index < 0) + return false; + ImGuiContext& g = *GImGui; + IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); + return g.IO.KeysDown[user_key_index]; } -int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate) +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) { - if (t == 0.0f) + if (t1 == 0.0f) return 1; - if (t <= repeat_delay || repeat_rate <= 0.0f) + if (t0 >= t1) return 0; - const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate); - return (count > 0) ? count : 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; } int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) @@ -4460,7 +4590,7 @@ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_r return 0; IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate); + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); } bool ImGui::IsKeyPressed(int user_key_index, bool repeat) @@ -4512,7 +4642,7 @@ bool ImGui::IsMouseClicked(int button, bool repeat) if (repeat && t > g.IO.KeyRepeatDelay) { // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. - int amount = CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.5f); + int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); if (amount > 0) return true; } @@ -4534,17 +4664,25 @@ bool ImGui::IsMouseDoubleClicked(int button) return g.IO.MouseDoubleClicked[button]; } -bool ImGui::IsMouseDragging(int button, float lock_threshold) +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (!g.IO.MouseDown[button]) - return false; if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; } +bool ImGui::IsMouseDragging(int button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + ImVec2 ImGui::GetMousePos() { return GImGui->IO.MousePos; @@ -4641,13 +4779,15 @@ bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited)); + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } bool ImGui::IsItemFocused() @@ -4658,7 +4798,7 @@ bool ImGui::IsItemFocused() if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId) return false; - // Special handling for the dummy item after Begin() which represent the title bar or tab. + // Special handling for the dummy item after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if (window->DC.LastItemId == window->ID && window->WriteAccessed) return false; @@ -4671,6 +4811,12 @@ bool ImGui::IsItemClicked(int mouse_button) return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); } +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; @@ -4768,7 +4914,7 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; - child_window->AutoFitChildAxises = auto_fit_axises; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. // While this is not really documented/defined, it seems that the expected thing to do. @@ -4803,7 +4949,10 @@ void ImGui::EndChild() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.WithinEndChild == false); IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss + + g.WithinEndChild = true; if (window->BeginCount > 1) { End(); @@ -4835,6 +4984,7 @@ void ImGui::EndChild() ItemAdd(bb, 0); } } + g.WithinEndChild = false; } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -4857,22 +5007,6 @@ void ImGui::EndChildFrame() EndChild(); } -// Save and compare stack sizes on Begin()/End() to detect usage errors -static void CheckStacksSize(ImGuiWindow* window, bool write) -{ - // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) - ImGuiContext& g = *GImGui; - short* p_backup = &window->DC.StackSizesBackup[0]; - { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop() - { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup() - { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup() - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. - { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor() - { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar() - { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont() - IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); -} - static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); @@ -4896,6 +5030,7 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); // Create window the first time ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); @@ -4911,26 +5046,26 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) { // Retrieve settings from .ini file - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); if (settings->ViewportId) { window->ViewportId = settings->ViewportId; - window->ViewportPos = settings->ViewportPos; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); } else { window->ViewportPos = main_viewport->Pos; } - window->Pos = ImFloor(settings->Pos + window->ViewportPos); + window->Pos = ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y); window->Collapsed = settings->Collapsed; - if (ImLengthSqr(settings->Size) > 0.00001f) - size = ImFloor(settings->Size); + if (settings->Size.x > 0 && settings->Size.y > 0) + size = ImVec2(settings->Size.x, settings->Size.y); window->DockId = settings->DockId; window->DockOrder = settings->DockOrder; } - window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size); - window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values + window->Size = window->SizeFull = ImFloor(size); + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -4964,10 +5099,10 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } -static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; - if (g.NextWindowData.SizeConstraintCond != 0) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. ImRect cr = g.NextWindowData.SizeConstraintRect; @@ -4983,8 +5118,8 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } - new_size.x = ImFloor(new_size.x); - new_size.y = ImFloor(new_size.y); + new_size.x = IM_FLOOR(new_size.x); + new_size.y = IM_FLOOR(new_size.y); } // Minimum size @@ -4997,28 +5132,31 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) return new_size; } -static ImVec2 CalcSizeContents(ImGuiWindow* window) +static ImVec2 CalcWindowContentSize(ImGuiWindow* window) { if (window->Collapsed) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - return window->SizeContents; + return window->ContentSize; if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - return window->SizeContents; + return window->ContentSize; ImVec2 sz; - sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x)); - sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y)); - return sz + window->WindowPadding; + sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + return sz; } -static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; + ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + size_decorations; if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize - return size_contents; + return size_desired; } else { @@ -5035,14 +5173,16 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - g.Style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. - ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit); - if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; - if (size_auto_fit_after_constraint.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) + if (will_have_scrollbar_y) size_auto_fit.x += style.ScrollbarSize; return size_auto_fit; } @@ -5050,47 +5190,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents) ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcSizeContents(window); - return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents)); -} - -float ImGui::GetWindowScrollMaxX(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)); -} - -float ImGui::GetWindowScrollMaxY(ImGuiWindow* window) -{ - return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)); -} - -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) -{ - ImGuiContext& g = *GImGui; - ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) - { - float cr_x = window->ScrollTargetCenterRatio.x; - scroll.x = window->ScrollTarget.x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); - } - if (window->ScrollTarget.y < FLT_MAX) - { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. - float cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->SizeContents.y - window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->SizeContents.y; - scroll.y = target_y - (1.0f - cr_y) * (window->TitleBarHeight() + window->MenuBarHeight()) - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y); - } - scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, ImGui::GetWindowScrollMaxX(window)); - scroll.y = ImMin(scroll.y, ImGui::GetWindowScrollMaxY(window)); - } - return scroll; + ImVec2 size_contents = CalcWindowContentSize(window); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; } static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) @@ -5107,7 +5210,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; - ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected); + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); *out_pos = pos_min; if (corner_norm.x == 0.0f) out_pos->x -= (size_constrained.x - size_expected.x); @@ -5125,10 +5228,10 @@ struct ImGuiResizeGripDef static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower right - { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower left - { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper left - { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right + { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower-right + { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower-left + { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper-right (Unused) }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) @@ -5143,24 +5246,47 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ return ImRect(); } +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +// 4..7: borders (Top, Right, Bottom, Left) +ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n <= 7); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + // Handle resize for: Resize Grips, Borders, Gamepad -static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) - return; + return false; if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. - return; + return false; + bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); - const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f); + const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); + // Clip mouse interaction rectangles within the viewport (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + ImRect clip_viewport_rect(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + if (!(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + clip_viewport_rect = window->Viewport->GetRect(); + // Resize grips and borders are on layer 1 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); @@ -5176,8 +5302,9 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + resize_rect.ClipWith(clip_viewport_rect); bool hovered, held; - ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; @@ -5185,7 +5312,8 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) { // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; ClearActiveID(); } else if (held) @@ -5202,7 +5330,8 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au { bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); - ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + border_rect.ClipWith(clip_viewport_rect); + ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { @@ -5223,6 +5352,10 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au } PopID(); + // Resize nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + // Navigation resize (keyboard/gamepad) if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { @@ -5239,7 +5372,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); } } @@ -5255,11 +5388,8 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au MarkIniSettingsDirty(window); } - // Resize nav layer - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->Size = window->SizeFull; + return ret_auto_fit; } static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) @@ -5269,7 +5399,7 @@ static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, cons window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); } -static void ImGui::RenderOuterBorders(ImGuiWindow* window) +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { ImGuiContext& g = *GImGui; float rounding = window->WindowRounding; @@ -5306,6 +5436,212 @@ static void ImGui::RenderOuterBorders(ImGuiWindow* window) } } +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + if (window->ViewportOwned) + { + // No alpha + bg_col = (bg_col | IM_COL32_A_MASK); + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else + { + // Adjust alpha. For docking + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + alpha = g.NextWindowData.BgAlphaVal; + if (is_docking_transparent_payload) + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + if (alpha != 1.0f) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + } + + // Title bar + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (node && window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); + float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + bool hovered, held; + if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseDragFromTitleBar(window, node, true); + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +// When inside a dock node, this is handled in DockNodeUpdateTabBar() instead. +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.ItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const char* UNSAVED_DOCUMENT_MARKER = "*"; + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correct. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); + //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); + ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); + RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + } +} + void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; @@ -5325,7 +5661,7 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } } -// Push a new ImGui window to add widgets to. +// Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). @@ -5337,16 +5673,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required - IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet // Find or create ImGuiWindow* window = FindWindowByName(name); const bool window_just_created = (window == NULL); - const bool window_is_fallback = (g.CurrentWindowStack.Size == 0); if (window_just_created) { - ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + ImVec2 size_on_first_use = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. window = CreateNewWindow(name, size_on_first_use, flags); } @@ -5359,6 +5694,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on @@ -5379,6 +5715,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); } @@ -5390,16 +5727,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Docking // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both - if (g.NextWindowData.DockCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); if (first_begin_of_the_frame) { bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); - bool new_auto_dock_node = !has_dock_node && g.IO.ConfigDockingTabBarOnSingleWindows && !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) && !window_is_fallback; + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); flags = window->Flags; + + // Docking currently override constraints + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; } } @@ -5408,11 +5748,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindowStack.push_back(window); g.CurrentWindow = NULL; - CheckStacksSize(window, true); + ErrorCheckBeginEndCompareStacksSize(window, true); if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -5427,7 +5771,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.PosCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -5443,27 +5787,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.SizeCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.ContentSizeCond) - { - // Adjust passed "client size" to become a "window size" - window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; - if (window->SizeContentsExplicit.y != 0.0f) - window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); - } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) - { - window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); - } - window->WindowClass = g.NextWindowData.WindowClass; - if (g.NextWindowData.CollapsedCond) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.FocusCond) + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -5480,6 +5818,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); window->IDStack.resize(1); + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; @@ -5497,7 +5839,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->SizeContents = CalcSizeContents(window); + window->ContentSize = CalcWindowContentSize(window); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -5508,7 +5850,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/SizeContents for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { window->HiddenFramesCannotSkipItems = 1; @@ -5518,7 +5860,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->SizeContents = ImVec2(0.f, 0.f); + window->ContentSize = ImVec2(0.f, 0.f); } } @@ -5531,7 +5873,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); flags = window->Flags; - // Lock border size and padding for the frame (so that altering them doesn't cause inconsistencies) + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. + if (flags & ImGuiWindowFlags_ChildWindow) window->WindowBorderSize = style.ChildBorderSize; else @@ -5567,46 +5911,47 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); - ImVec2 size_full_modified(FLT_MAX, FLT_MAX); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) - window->SizeFull.x = size_full_modified.x = size_auto_fit.x; + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api) - window->SizeFull.y = size_full_modified.y = size_auto_fit.y; + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { // Auto-fit may only grow window during the first few frames // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) - window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) - window->SizeFull.y = size_full_modified.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } if (!window->Collapsed) MarkIniSettingsDirty(window); } // Apply minimum/maximum window size constraints and final size - window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - // SCROLLBAR STATUS - - // Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). - if (!window->Collapsed) - { - // When reading the current size we need to read it after size constraints have been applied - float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; - float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; - window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); - if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); - } + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // POSITION @@ -5630,7 +5975,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) - SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering) + SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) @@ -5659,7 +6004,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Synchronize window --> viewport in most situations // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM if (window->Viewport->PlatformRequestMove) + { window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) { viewport_rect_changed = true; @@ -5667,7 +6015,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } if (window->Viewport->PlatformRequestResize) + { window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) { viewport_rect_changed = true; @@ -5691,9 +6042,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). - // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. - if (is_short_lived_floating_window) + if (is_short_lived_floating_window && (flags & ImGuiWindowFlags_Modal) == 0) viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; // We can overwrite viewport flags using ImGuiWindowClass (advanced users) @@ -5704,15 +6055,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; else window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; - if (window->WindowClass.ViewportFlagsOverrideMask) - viewport_flags = (viewport_flags & ~window->WindowClass.ViewportFlagsOverrideMask) | (window->WindowClass.ViewportFlagsOverrideValue & window->WindowClass.ViewportFlagsOverrideMask); + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; // We also tell the back-end that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha viewport_flags |= ImGuiViewportFlags_NoRendererClear; window->Viewport->Flags = viewport_flags; } - // Clamp position so window stays visible within its viewport or monitor + // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. ImRect viewport_rect = window->Viewport->GetRect(); if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) @@ -5737,13 +6090,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Pos = ImFloor(window->Pos); // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - if (window->ViewportOwned) + if (window->ViewportOwned || window->DockIsActive) window->WindowRounding = 0.0f; - - // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); - window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // Apply window focus (new and reactivated windows are moved to front) bool want_focus = false; @@ -5758,14 +6108,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Decide if we are going to handle borders and resize grips const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); - // [Bruno] HERE ? // Handle manual resize: Resize Grips, Borders, Gamepad int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; + ImU32 resize_grip_col[4] = {}; const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4 - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (handle_borders_and_resize_grips && !window->Collapsed) - UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); + if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; window->ResizeBorderHeld = (signed char)border_held; // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) @@ -5781,25 +6131,95 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) window->ViewportPos = window->Viewport->Pos; + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight(); + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToBringRectIntoView() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + // Default item width. Make it proportional to window size if window manually resizes if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f); + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); else - window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f); + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); // DRAWING // Setup draw list and outer clipping rectangle window->DrawList->Clear(); - window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); - else - PushClipRect(viewport_rect.Min, viewport_rect.Max, true); + PushClipRect(host_rect.Min, host_rect.Max, false); // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame) - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetFrontMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; + const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0; const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (g.NavWindowingList && (window == g.NavWindowingList) && g.NavWindowingList->Viewport != g.NavWindowingTargetAnim->Viewport)); if (dim_bg_for_modal || dim_bg_for_window_list) { @@ -5816,159 +6236,83 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); } - // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; - const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); - const ImRect title_bar_rect = window->TitleBarRect(); - if (window->Collapsed) - { - // Title bar only - float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); - g.Style.FrameBorderSize = backup_border_size; - } - else + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + + // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call. + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child. + // We also disabled this when we have dimming overlay behind this specific one child. + // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected. + if (is_undocked_or_docked_visible) { - // Window background - if (!(flags & ImGuiWindowFlags_NoBackground)) - { - bool is_docking_transparent_payload = false; - if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) - if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) - is_docking_transparent_payload = true; + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + render_decorations_in_parent = true; + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); - if (window->ViewportOwned) - { - // No alpha - bg_col = (bg_col | IM_COL32_A_MASK); - if (is_docking_transparent_payload) - window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; - } - else - { - // Adjust alpha. For docking - float alpha = 1.0f; - if (g.NextWindowData.BgAlphaCond != 0) - alpha = g.NextWindowData.BgAlphaVal; - if (is_docking_transparent_payload) - alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; - if (alpha != 1.0f) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - } - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); - } - g.NextWindowData.BgAlphaCond = 0; + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); - // Title bar - // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, - // in order for their pos/size to be matching their undocking state.) - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - { - ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); - } + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } - // Menu bar - if (flags & ImGuiWindowFlags_MenuBar) + // Draw navigation selection/windowing rectangle border + if (g.NavWindowingTargetAnim == window) + { + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward { - ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min+ImVec2(window_border_size,0), menu_bar_rect.Max-ImVec2(window_border_size,0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); - if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; } - - // Docking: Unhide tab bar (small triangle in the corner) - if (window->DockNode && window->DockNode->IsHiddenTabBar() && !window->DockNode->IsNoTabBar()) - { - float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); - float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); - ImVec2 p = window->DockNode->Pos; - ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); - bool hovered, held; - if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) - window->DockNode->WantHiddenTabBarToggle = true; - // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. - ImU32 col = GetColorU32(((held && hovered) || (window->DockNode->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); - window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); - } - - // Scrollbars - if (window->ScrollbarX) - Scrollbar(ImGuiAxis_X); - if (window->ScrollbarY) - Scrollbar(ImGuiAxis_Y); - - // Render resize grips (after their input handling so we don't have a frame of latency) - if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) - { - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size))); - window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size))); - window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); - } - } - - // Borders (for dock node host they will be rendered over after the tab bar) - if (handle_borders_and_resize_grips && !window->DockNodeAsHost) - RenderOuterBorders(window); - } - - // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. - window->SizeFullAtLastBegin = window->SizeFull; - - // Update various regions. Variables they depends on are set above in this function. - // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. - // NB: WindowBorderSize is included in WindowPadding _and_ ScrollbarSizes so we need to cancel one out. - window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight(); - window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x + ImMin(window->ScrollbarSizes.x, window->WindowBorderSize))); - window->ContentsRegionRect.Max.y = window->Pos.y - window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y + ImMin(window->ScrollbarSizes.y, window->WindowBorderSize))); - - // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() - window->OuterRectClipped = window->Rect(); - if (window->DockIsActive) - window->OuterRectClipped.Min.y += window->TitleBarHeight(); - window->OuterRectClipped.ClipWith(window->ClipRect); - - // Inner rectangle - // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame - // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. - window->InnerMainRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; - window->InnerMainRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerMainRect.Max.x = window->Pos.x + window->Size.x - ImMax(window->ScrollbarSizes.x, window->WindowBorderSize); - window->InnerMainRect.Max.y = window->Pos.y + window->Size.y - ImMax(window->ScrollbarSizes.y, window->WindowBorderSize); - - // Inner clipping rectangle - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerMainRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerMainRect.Min.y); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x * 0.5f - window->WindowBorderSize))); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y); + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f); + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; window->DC.MenuBarAppending = false; @@ -5984,7 +6328,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPosStack.resize(0); window->DC.CurrentColumns = NULL; window->DC.TreeDepth = 0; - window->DC.TreeStoreMayJumpToParentOnPop = 0x00; + window->DC.TreeMayJumpToParentOnPopMask = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); @@ -6014,59 +6358,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->Viewport->PlatformRequestClose = false; g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. - //IMGUI_DEBUG_LOG("Window '%s' PlatformRequestClose\n", window->Name); + IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name); *p_open = false; } } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - { - // Close & collapse button are on layer 1 (same as menus) and don't default focus - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); - - // Collapse button - if (!(flags & ImGuiWindowFlags_NoCollapse)) - if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos, NULL)) - window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function - - // Close button - if (p_open != NULL) - { - const float rad = g.FontSize * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), ImVec2(window->Pos.x + window->Size.x - style.FramePadding.x - rad, window->Pos.y + style.FramePadding.y + rad), rad + 1)) - *p_open = false; - } - - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); - window->DC.ItemFlags = item_flags_backup; - - // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) - // FIXME: Refactor text alignment facilities along with RenderText helpers, this is too much code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; - ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - ImRect text_r = title_bar_rect; - float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x); - if (style.WindowTitleAlign.x > 0.0f) - pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); - text_r.Min.x += pad_left; - text_r.Max.x -= pad_right; - ImRect clip_rect = text_r; - clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() - RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); - if (flags & ImGuiWindowFlags_UnsavedDocument) - { - ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect); - } - } + RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; @@ -6131,11 +6430,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.Clear(); + g.NextWindowData.ClearFlags(); // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. - // This is analogous to regular windows being hidden from one frame. + // This is analogous to regular windows being hidden from one frame. // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. if (window->DockIsActive && !window->DockTabIsVisible) { @@ -6154,9 +6453,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) window->HiddenFramesCanSkipItems = 1; - // Completely hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->Hidden)) + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; } // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) @@ -6176,36 +6477,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) return !skip_items; } -// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) -{ - // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. - if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) - SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); - - // Old API feature: override the window background alpha with a parameter. - if (bg_alpha_override >= 0.0f) - SetNextWindowBgAlpha(bg_alpha_override); - - return Begin(name, p_open, flags); -} -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void ImGui::End() { ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; - if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow) + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) { - IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!"); - return; // FIXME-ERRORHANDLING + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; } IM_ASSERT(g.CurrentWindowStack.Size > 0); - ImGuiWindow* window = g.CurrentWindow; + // Error checking: verify that user doesn't directly call End() on a child window. + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); - if (window->DC.CurrentColumns != NULL) + // Close anything that is open + if (window->DC.CurrentColumns) EndColumns(); if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle PopClipRect(); @@ -6223,7 +6513,7 @@ void ImGui::End() g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - CheckStacksSize(window, false); + ErrorCheckBeginEndCompareStacksSize(window, false); SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); if (g.CurrentWindow) SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); @@ -6234,7 +6524,7 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window) ImGuiContext& g = *GImGui; if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.WindowsFocusOrder[i] == window) { memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -6249,7 +6539,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) ImGuiWindow* current_front_window = g.Windows.back(); if (current_front_window == window || current_front_window->RootWindow == window) return; - for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) { memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -6334,7 +6624,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow)) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { - // FIXME-DOCKING: This is failing (lagging by one frame) for docked windows. + // FIXME-DOCKING: This is failing (lagging by one frame) for docked windows. // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? @@ -6348,27 +6638,32 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind void ImGui::SetNextItemWidth(float item_width) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.NextItemWidth = item_width; + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; } void ImGui::PushItemWidth(float item_width) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { - ImGuiWindow* window = GetCurrentWindow(); - const ImGuiStyle& style = GImGui->Style; - const float w_item_one = ImMax(1.0f, (float)(int)((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); window->DC.ItemWidthStack.push_back(w_item_last); for (int i = 0; i < components-1; i++) window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() @@ -6378,52 +6673,37 @@ void ImGui::PopItemWidth() window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } -// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(), -// Then consume the -float ImGui::GetNextItemWidth() +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; float w; - if (window->DC.NextItemWidth != FLT_MAX) - { - w = window->DC.NextItemWidth; - window->DC.NextItemWidth = FLT_MAX; - } + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; else - { w = window->DC.ItemWidth; - } if (w < 0.0f) { - float region_max_x = GetWorkRectMax().x; + float region_max_x = GetContentRegionMaxAbs().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } - w = (float)(int)w; - return w; -} - -// Calculate item width *without* popping/consuming NextItemWidth if it was set. -// (rarely used, which is why we avoid calling this from GetNextItemWidth() and instead do a backup/restore here) -float ImGui::CalcItemWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - float backup_next_item_width = window->DC.NextItemWidth; - float w = GetNextItemWidth(); - window->DC.NextItemWidth = backup_next_item_width; + w = IM_FLOOR(w); return w; } -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == GetNextItemWidth(). +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). // Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. // Note that only CalcItemWidth() is publicly exposed. -// The 4.0f here may be changed to match GetNextItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { ImGuiWindow* window = GImGui->CurrentWindow; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) - region_max = GetWorkRectMax(); + region_max = GetContentRegionMaxAbs(); if (size.x == 0.0f) size.x = default_w; @@ -6816,20 +7096,6 @@ ImVec2 ImGui::GetWindowPos() return window->Pos; } -void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) -{ - window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.x = new_scroll_x; - window->DC.CursorMaxPos.x -= window->Scroll.x; -} - -void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) -{ - window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. - window->Scroll.y = new_scroll_y; - window->DC.CursorMaxPos.y -= window->Scroll.y; -} - void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time @@ -6843,8 +7109,10 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); - window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor - window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.CursorStartPos += offset; } void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) @@ -6878,7 +7146,7 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.x > 0.0f) { window->AutoFitFramesX = 0; - window->SizeFull.x = ImFloor(size.x); + window->SizeFull.x = IM_FLOOR(size.x); } else { @@ -6888,7 +7156,7 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (size.y > 0.0f) { window->AutoFitFramesY = 0; - window->SizeFull.y = ImFloor(size.y); + window->SizeFull.y = IM_FLOOR(size.y); } else { @@ -6922,8 +7190,8 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co static void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) { IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters - window->HitTestHoleSize = ImVec2ih((short)size.x, (short)size.y); - window->HitTestHoleOffset = ImVec2ih((short)(pos.x - window->Pos.x), (short)(pos.y - window->Pos.y)); + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); } void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) @@ -6971,25 +7239,18 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.PosUndock = true; } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGui::SetNextWindowPosCenter(ImGuiCond cond) -{ - ImGuiViewport* viewport = ImGui::GetMainViewport(); - SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, cond, ImVec2(0.5f, 0.5f)); - SetNextWindowViewport(viewport->ID); -} -#endif - void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } @@ -6997,23 +7258,26 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. - g.NextWindowData.ContentSizeCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = size; } void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } @@ -7021,26 +7285,27 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; - g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; } void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; - g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) } void ImGui::SetNextWindowViewport(ImGuiID id) { ImGuiContext& g = *GImGui; - g.NextWindowData.ViewportCond = ImGuiCond_Always; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport; g.NextWindowData.ViewportId = id; } void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) { ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; g.NextWindowData.DockId = id; } @@ -7048,52 +7313,56 @@ void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; g.NextWindowData.WindowClass = *window_class; } // FIXME: This is in window space (not screen space!). We should try to obsolete all those functions. ImVec2 ImGui::GetContentRegionMax() { - ImGuiWindow* window = GImGui->CurrentWindow; - ImVec2 mx = window->ContentsRegionRect.Max - window->Pos; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; if (window->DC.CurrentColumns) - mx.x = GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetWorkRectMax() +ImVec2 ImGui::GetContentRegionMaxAbs() { - ImGuiWindow* window = GImGui->CurrentWindow; - ImVec2 mx = window->ContentsRegionRect.Max; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max; if (window->DC.CurrentColumns) - mx.x = window->Pos.x + GetColumnOffset(window->DC.CurrentColumns->Current + 1) - window->WindowPadding.x; + mx.x = window->WorkRect.Max.x; return mx; } ImVec2 ImGui::GetContentRegionAvail() { ImGuiWindow* window = GImGui->CurrentWindow; - return GetWorkRectMax() - window->DC.CursorPos; + return GetContentRegionMaxAbs() - window->DC.CursorPos; } // In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.Min - window->Pos; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; } ImVec2 ImGui::GetWindowContentRegionMax() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.Max - window->Pos; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; } float ImGui::GetWindowContentRegionWidth() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ContentsRegionRect.GetWidth(); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.GetWidth(); } float ImGui::GetTextLineHeight() @@ -7129,8 +7398,7 @@ ImDrawList* ImGui::GetWindowDrawList() float ImGui::GetWindowDpiScale() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentViewport != NULL); - return g.CurrentViewport->DpiScale; + return g.CurrentDpiScale; } ImGuiViewport* ImGui::GetWindowViewport() @@ -7223,58 +7491,6 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos) window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } -float ImGui::GetScrollX() -{ - return GImGui->CurrentWindow->Scroll.x; -} - -float ImGui::GetScrollY() -{ - return GImGui->CurrentWindow->Scroll.y; -} - -float ImGui::GetScrollMaxX() -{ - return GetWindowScrollMaxX(GImGui->CurrentWindow); -} - -float ImGui::GetScrollMaxY() -{ - return GetWindowScrollMaxY(GImGui->CurrentWindow); -} - -void ImGui::SetScrollX(float scroll_x) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; -} - -void ImGui::SetScrollY(float scroll_y) -{ - ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTarget.y = scroll_y + window->TitleBarHeight() + window->MenuBarHeight(); // title bar height canceled out when using ScrollTargetRelY - window->ScrollTargetCenterRatio.y = 0.0f; -} - -void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) -{ - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); - window->ScrollTargetCenterRatio.y = center_y_ratio; -} - -// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. -void ImGui::SetScrollHereY(float center_y_ratio) -{ - ImGuiWindow* window = GetCurrentWindow(); - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY(target_y, center_y_ratio); -} - void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -7340,9 +7556,8 @@ void ImGui::PushID(const void* ptr_id) void ImGui::PushID(int int_id) { - const void* ptr_id = (void*)(intptr_t)int_id; ImGuiWindow* window = GImGui->CurrentWindow; - window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id)); + window->IDStack.push_back(window->GetIDNoKeepAlive(int_id)); } // Push a given id value ignoring the ID stack as a seed. @@ -7400,16 +7615,16 @@ void ImGui::BeginGroup() group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrentLineSize = window->DC.CurrentLineSize; - group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.AdvanceCursor = true; + group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; window->DC.Indent = window->DC.GroupOffset; window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return } @@ -7422,36 +7637,49 @@ void ImGui::EndGroup() ImGuiGroupData& group_data = window->DC.GroupStack.back(); - ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos); - group_bb.Max = ImMax(group_bb.Min, group_bb.Max); + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrentLineSize = group_data.BackupCurrentLineSize; - window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return - if (group_data.AdvanceCursor) + if (!group_data.EmitItem) { - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. - ItemSize(group_bb.GetSize(), 0.0f); - ItemAdd(group_bb, 0); + window->DC.GroupStack.pop_back(); + return; } + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0); + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. - // (and if you grep for LastItemId you'll notice it is only used in that context. - if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow) + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + if (group_contains_curr_active_id) window->DC.LastItemId = g.ActiveId; - else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow) + else if (group_contains_prev_active_id) window->DC.LastItemId = g.ActiveIdPreviousFrame; window->DC.LastItemRect = group_bb; - window->DC.GroupStack.pop_back(); + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + window->DC.GroupStack.pop_back(); //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -7479,8 +7707,8 @@ void ImGui::SameLine(float offset_from_start_x, float spacing_w) window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } - window->DC.CurrentLineSize = window->DC.PrevLineSize; - window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } void ImGui::Indent(float indent_w) @@ -7499,112 +7727,332 @@ void ImGui::Unindent(float indent_w) window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; } + //----------------------------------------------------------------------------- -// [SECTION] TOOLTIPS +// [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- -void ImGui::BeginTooltip() +static void ImGui::ErrorCheckEndFrame() { + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) - { - // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) - // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. - // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. - //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; - ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); - SetNextWindowPos(tooltip_pos); - SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( - BeginTooltipEx(0, true); - } - else + if (g.CurrentWindowStack.Size != 1) { - BeginTooltipEx(0, false); + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) + End(); + } + else + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } } + } -// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. -void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) +// Save and compare stack sizes on Begin()/End() to detect usage errors +// Begin() calls this with write=true +// End() calls this with write=false +static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write) { ImGuiContext& g = *GImGui; - char window_name[16]; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (override_previous_tooltip) - if (ImGuiWindow* window = FindWindowByName(window_name)) - if (window->Active) - { - // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. - window->Hidden = true; - window->HiddenFramesCanSkipItems = 1; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); - } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoDocking; - Begin(window_name, NULL, flags | extra_flags); -} + short* p = &window->DC.StackSizesBackup[0]; -void ImGui::EndTooltip() -{ - IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls - End(); -} + // Window stacks + // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop() + { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup() -void ImGui::SetTooltipV(const char* fmt, va_list args) -{ - ImGuiContext& g = *GImGui; - if (g.DragDropWithinSourceOrTarget) - BeginTooltip(); - else - BeginTooltipEx(0, true); - TextV(fmt, args); - EndTooltip(); + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup() + { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor() + { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar() + { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont() + IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); } -void ImGui::SetTooltip(const char* fmt, ...) -{ - va_list args; - va_start(args, fmt); - SetTooltipV(fmt, args); - va_end(args); -} //----------------------------------------------------------------------------- -// [SECTION] POPUPS +// [SECTION] SCROLLING //----------------------------------------------------------------------------- -bool ImGui::IsPopupOpen(ImGuiID id) +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float cr_x = window->ScrollTargetCenterRatio.x; + float target_x = window->ScrollTarget.x; + if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) + target_x = 0.0f; + else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) + target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; + scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); + } + if (window->ScrollTarget.y < FLT_MAX) + { + // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + float cr_y = window->ScrollTargetCenterRatio.y; + float target_y = window->ScrollTarget.y; + if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) + target_y = 0.0f; + if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) + target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; + scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + } + scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; } -bool ImGui::IsPopupOpen(const char* str_id) +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) { ImGuiContext& g = *GImGui; - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + + ImVec2 delta_scroll; + if (!window_rect.Contains(item_rect)) + { + if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); + else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); + if (item_rect.Min.y < window_rect.Min.y) + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false); + delta_scroll = next_scroll - window->Scroll; + } + + // Also scroll parent window to keep us into view if necessary + if (window->Flags & ImGuiWindowFlags_ChildWindow) + delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + + return delta_scroll; } -ImGuiWindow* ImGui::GetFrontMostPopupModal() +float ImGui::GetScrollX() { - ImGuiContext& g = *GImGui; - for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) - if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) - if (popup->Flags & ImGuiWindowFlags_Modal) - return popup; - return NULL; + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; } -void ImGui::OpenPopup(const char* str_id) +float ImGui::GetScrollY() { - ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id)); + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; } -// Mark popup as open (toggle toward open state). -// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. -// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). -// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) -void ImGui::OpenPopupEx(ImGuiID id) +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->ScrollTarget.x = new_scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) +{ + window->ScrollTarget.y = new_scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; +} + + +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); + window->ScrollTargetCenterRatio.x = center_x_ratio; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + local_y -= decoration_up_height; + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); + window->ScrollTargetCenterRatio.y = center_y_ratio; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space + float last_item_width = window->DC.LastItemRect.GetWidth(); + target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. + SetScrollFromPosX(target_x, center_x_ratio); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space + target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + SetScrollFromPosY(target_y, center_y_ratio); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + BeginTooltipEx(0, true); + } + else + { + BeginTooltipEx(0, false); + } +} + +// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first. +void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip) +{ + ImGuiContext& g = *GImGui; + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (override_previous_tooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesCanSkipItems = 1; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (g.DragDropWithinSourceOrTarget) + BeginTooltip(); + else + BeginTooltipEx(0, true); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +bool ImGui::IsPopupOpen(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; +} + +bool ImGui::IsPopupOpen(const char* str_id) +{ + ImGuiContext& g = *GImGui; + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); +} + +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_id)); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; @@ -7646,19 +8094,6 @@ void ImGui::OpenPopupEx(ImGuiID id) } } -bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - { - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - OpenPopupEx(id); - return true; - } - return false; -} - void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; @@ -7752,22 +8187,23 @@ void ImGui::CloseCurrentPopup() window->DC.NavHideHighlightOneFrame = true; } -bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } char name[20]; - if (extra_flags & ImGuiWindowFlags_ChildMenu) + if (flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame - bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; + bool is_open = Begin(name, NULL, flags); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); @@ -7779,15 +8215,15 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } - flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. -// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -7795,14 +8231,17 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla const ImGuiID id = window->GetID(name); if (!IsPopupOpen(id)) { - g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } // Center modal windows by default // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if (g.NextWindowData.PosCond == 0) - SetNextWindowPos(window->Viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; const bool is_open = Begin(name, p_open, flags); @@ -7819,13 +8258,32 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla void ImGui::EndPopup() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); // Make all menus and popups wrap around for now, may need to expose that policy. - NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY); + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + // Child-popups don't need to be layed out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; End(); + g.WithinEndChild = false; +} + +bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id); + return true; + } + return false; } // This is a helper to handle the simplest case of associating one named popup to one given widget. @@ -7834,6 +8292,8 @@ void ImGui::EndPopup() bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) { ImGuiWindow* window = GImGui->CurrentWindow; + if (window->SkipItems) + return false; ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -8020,7 +8480,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -8034,7 +8494,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (window->ParentWindow == g.NavWindow) { IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); - if (!window->ClipRect.Contains(cand)) + if (!window->ClipRect.Overlaps(cand)) return false; cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } @@ -8083,22 +8543,22 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) #if IMGUI_DEBUG_NAV_SCORING char buf[128]; - if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + if (IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddRectFilled(cand.Max - ImVec2(4,4), cand.Max + CalcTextSize(buf) + ImVec2(4,4), IM_COL32(40,0,0,150)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - ImDrawList* draw_list = ImGui::GetForegroundDrawList(window); + ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } @@ -8239,7 +8699,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); - ImGui::NavMoveRequestCancel(); + NavMoveRequestCancel(); g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; @@ -8258,7 +8718,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov ImGuiDir clip_dir = g.NavMoveDir; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { - bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - window->Scroll.x; + bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; if (move_flags & ImGuiNavMoveFlags_WrapX) { bb_rel.TranslateY(-bb_rel.GetHeight()); clip_dir = ImGuiDir_Up; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -8270,7 +8730,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov } if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) { - bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - window->Scroll.y; + bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; if (move_flags & ImGuiNavMoveFlags_WrapY) { bb_rel.TranslateX(-bb_rel.GetWidth()); clip_dir = ImGuiDir_Left; } NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); } @@ -8334,6 +8794,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) init_for_nav = true; + //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { SetNavID(0, g.NavLayer); @@ -8383,11 +8844,11 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. return (t == 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); return 0.0f; } @@ -8407,38 +8868,6 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput return delta; } -// Scroll to keep newly navigated item fully into view -// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. -static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) -{ - ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1)); - //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - if (window_rect.Contains(item_rect)) - return; - - ImGuiContext& g = *GImGui; - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; - } - if (item_rect.Min.y < window_rect.Min.y) - { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } - else if (item_rect.Max.y >= window_rect.Max.y) - { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; - } -} - static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; @@ -8457,7 +8886,7 @@ static void ImGui::NavUpdate() // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -8465,7 +8894,6 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ ); if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (g.IO.KeyShift) @@ -8479,10 +8907,11 @@ static void ImGui::NavUpdate() g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) { // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - IM_ASSERT(g.NavWindow); + //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); if (g.NavInitRequestFromMove) SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); else @@ -8539,11 +8968,11 @@ static void ImGui::NavUpdate() g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) { if (g.ActiveId != 0) { - if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel))) + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) ClearActiveID(); } else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop) @@ -8583,14 +9012,14 @@ static void ImGui::NavUpdate() if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); if (g.ActiveId == 0 && activate_pressed) g.NavActivateId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) @@ -8605,17 +9034,17 @@ static void ImGui::NavUpdate() g.NavNextActivateId = 0; // Initiate directional inputs request - const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; if (g.NavMoveRequestForward == ImGuiNavForward_None) { g.NavMoveDir = ImGuiDir_None; g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - if ((allowed_dir_flags & (1<Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; g.NavInitResultId = 0; g.NavDisableHighlight = false; @@ -8652,13 +9083,13 @@ static void ImGui::NavUpdate() { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; - const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * g.IO.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys @@ -8666,12 +9097,12 @@ static void ImGui::NavUpdate() ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) { - SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); g.NavMoveFromClampedRefRect = true; } if (scroll_dir.y != 0.0f) { - SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); g.NavMoveFromClampedRefRect = true; } } @@ -8685,7 +9116,7 @@ static void ImGui::NavUpdate() if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) { ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1)); + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { float pad = window->CalcFontSize() * 0.5f; @@ -8747,17 +9178,22 @@ static void ImGui::NavUpdateMoveResult() // Scroll to keep newly navigated item fully into view. if (g.NavLayer == 0) { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - NavScrollToBringItemIntoView(result->Window, rect_abs); - - // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); - ImVec2 delta_scroll = result->Window->Scroll - next_scroll; - result->RectRel.Translate(delta_scroll); + ImVec2 delta_scroll; + if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + { + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + delta_scroll.y = result->Window->Scroll.y - scroll_target; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + } - // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy). - if (result->Window->Flags & ImGuiWindowFlags_ChildWindow) - NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + // Offset our result position so mouse position can be applied immediately after in NavUpdate() + result->RectRel.TranslateX(-delta_scroll.x); + result->RectRel.TranslateY(-delta_scroll.y); } ClearActiveID(); @@ -8772,45 +9208,73 @@ static void ImGui::NavUpdateMoveResult() g.NavMoveFromClampedRefRect = false; } -static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags) +// Handle PageUp/PageDown/Home/End keys +static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; - if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0) - { - ImGuiWindow* window = g.NavWindow; - bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up)); - bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down)); - if (page_up_held != page_down_held) // If either (not both) are pressed + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) + return 0.0f; + if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0) + return 0.0f; + + ImGuiWindow* window = g.NavWindow; + const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed + { + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - SetWindowScrollY(window, window->Scroll.y - window->InnerMainRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - SetWindowScrollY(window, window->Scroll.y + window->InnerMainRect.GetHeight()); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) { - const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerMainRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; } + return nav_scoring_rect_offset_y; } } return 0.0f; @@ -8859,7 +9323,7 @@ static void ImGui::NavUpdateWindowing() ImGuiWindow* apply_focus_window = NULL; bool apply_toggle_layer = false; - ImGuiWindow* modal_window = GetFrontMostPopupModal(); + ImGuiWindow* modal_window = GetTopMostPopupModal(); if (modal_window != NULL) { g.NavWindowingTarget = NULL; @@ -8875,7 +9339,7 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) @@ -8894,14 +9358,14 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // Select window to focus - const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); g.NavWindowingHighlightAlpha = 1.0f; } - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) if (!IsNavInputDown(ImGuiNavInput_Menu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. @@ -8926,9 +9390,9 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB - if (IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) g.NavWindowingToggleLayer = true; - if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) apply_toggle_layer = true; @@ -8944,7 +9408,7 @@ static void ImGui::NavUpdateWindowing() { const float NAV_MOVE_SPEED = 800.0f; const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well - g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed; + SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); g.NavDisableMouseHover = true; MarkIniSettingsDirty(g.NavWindowingTarget); } @@ -9015,7 +9479,7 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). -void ImGui::NavUpdateWindowingList() +void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindowingTarget != NULL); @@ -9044,371 +9508,20 @@ void ImGui::NavUpdateWindowingList() PopStyleVar(); } + //----------------------------------------------------------------------------- -// [SECTION] COLUMNS -// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +// [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- -void ImGui::NextColumn() +void ImGui::ClearDragDrop() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.CurrentColumns == NULL) - return; - ImGuiContext& g = *GImGui; - ImGuiColumns* columns = window->DC.CurrentColumns; - - if (columns->Count == 1) - { - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - IM_ASSERT(columns->Current == 0); - return; - } - - PopItemWidth(); - PopClipRect(); - - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (++columns->Current < columns->Count) - { - // New column (columns 1+ cancels out IndentX) - window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x; - window->DrawList->ChannelsSetCurrent(columns->Current); - } - else - { - // New row/line - window->DC.ColumnsOffset.x = 0.0f; - window->DrawList->ChannelsSetCurrent(0); - columns->Current = 0; - columns->LineMinY = columns->LineMaxY; - } - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f); - window->DC.CurrentLineTextBaseOffset = 0.0f; - - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); // FIXME-COLUMNS: Move on columns setup -} - -int ImGui::GetColumnIndex() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; -} - -int ImGui::GetColumnsCount() -{ - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; -} - -static float OffsetNormToPixels(const ImGuiColumns* columns, float offset_norm) -{ - return offset_norm * (columns->MaxX - columns->MinX); -} - -static float PixelsToOffsetNorm(const ImGuiColumns* columns, float offset) -{ - return offset / (columns->MaxX - columns->MinX); -} - -static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; - -static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) -{ - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing - // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. - IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); - if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); - - return x; -} - -float ImGui::GetColumnOffset(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const float t = columns->Columns[column_index].OffsetNorm; - const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); - return x_offset; -} - -static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) -{ - if (column_index < 0) - column_index = columns->Current; - - float offset_norm; - if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; - else - offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; - return OffsetNormToPixels(columns, offset_norm); -} - -float ImGui::GetColumnWidth(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); -} - -void ImGui::SetColumnOffset(int column_index, float offset) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - IM_ASSERT(column_index < columns->Columns.Size); - - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); - const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - - if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); - columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); - - if (preserve_width) - SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); -} - -void ImGui::SetColumnWidth(int column_index, float width) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - if (column_index < 0) - column_index = columns->Current; - SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); -} - -void ImGui::PushColumnClipRect(int column_index) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImGuiColumns* columns = window->DC.CurrentColumns; - if (column_index < 0) - column_index = columns->Current; - - ImGuiColumnData* column = &columns->Columns[column_index]; - PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); -} - -ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) -{ - // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. - for (int n = 0; n < window->ColumnsStorage.Size; n++) - if (window->ColumnsStorage[n].ID == id) - return &window->ColumnsStorage[n]; - - window->ColumnsStorage.push_back(ImGuiColumns()); - ImGuiColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; - return columns; -} - -ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) -{ - ImGuiWindow* window = GetCurrentWindow(); - - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. - // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (str_id ? 0 : columns_count)); - ImGuiID id = window->GetID(str_id ? str_id : "columns"); - PopID(); - - return id; -} - -void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - - IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported - - ImGuiID id = GetColumnsID(str_id, columns_count); - - // Acquire storage for the columns set - ImGuiColumns* columns = FindOrCreateColumns(window, id); - IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; - window->DC.CurrentColumns = columns; - - // Set state for first column - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); - columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range - columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); - columns->BackupCursorPosY = window->DC.CursorPos.y; - columns->BackupCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - - // Clear data if columns count changed - if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) - columns->Columns.resize(0); - - // Initialize defaults - columns->IsFirstFrame = (columns->Columns.Size == 0); - if (columns->Columns.Size == 0) - { - columns->Columns.reserve(columns_count + 1); - for (int n = 0; n < columns_count + 1; n++) - { - ImGuiColumnData column; - column.OffsetNorm = n / (float)columns_count; - columns->Columns.push_back(column); - } - } - - for (int n = 0; n < columns_count; n++) - { - // Compute clipping rectangle - ImGuiColumnData* column = &columns->Columns[n]; - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n)); - float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWith(window->ClipRect); - } - - if (columns->Count > 1) - { - window->DrawList->ChannelsSplit(columns->Count); - PushColumnClipRect(); - } - PushItemWidth(GetColumnWidth() * 0.65f); -} - -void ImGui::EndColumns() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - ImGuiColumns* columns = window->DC.CurrentColumns; - IM_ASSERT(columns != NULL); - - PopItemWidth(); - if (columns->Count > 1) - { - PopClipRect(); - window->DrawList->ChannelsMerge(); - } - - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; - if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = columns->BackupCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent - - // Draw columns borders and handle resize - bool is_being_resized = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) - { - // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->BackupCursorPosY, window->ClipRect.Min.y); - const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); - int dragging_column = -1; - for (int n = 1; n < columns->Count; n++) - { - ImGuiColumnData* column = &columns->Columns[n]; - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - 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)) - continue; - - bool hovered = false, held = false; - if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) - { - ButtonBehavior(column_hit_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) - dragging_column = n; - } - - // Draw column - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); - } - - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. - if (dragging_column != -1) - { - if (!columns->IsBeingResized) - for (int n = 0; n < columns->Count + 1; n++) - columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; - columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); - SetColumnOffset(dragging_column, x); - } - } - columns->IsBeingResized = is_being_resized; - - window->DC.CurrentColumns = NULL; - window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); -} - -// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] -void ImGui::Columns(int columns_count, const char* id, bool border) -{ - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); - //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior - ImGuiColumns* columns = window->DC.CurrentColumns; - if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) - return; - - if (columns != NULL) - EndColumns(); - - if (columns_count != 1) - BeginColumns(id, columns_count, flags); -} - -//----------------------------------------------------------------------------- -// [SECTION] DRAG AND DROP -//----------------------------------------------------------------------------- - -void ImGui::ClearDragDrop() -{ - ImGuiContext& g = *GImGui; - g.DragDropActive = false; - g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = ImGuiDragDropFlags_None; - g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropAcceptFrameCount = -1; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; g.DragDropPayloadBufHeap.clear(); memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); @@ -9912,19 +10025,31 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; - g.SettingsWindows.push_back(ImGuiWindowSettings()); - ImGuiWindowSettings* settings = &g.SettingsWindows.back(); - settings->Name = ImStrdup(name); - settings->ID = ImHashStr(name); + +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; +#endif + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + return settings; } ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) { ImGuiContext& g = *GImGui; - for (int i = 0; i != g.SettingsWindows.Size; i++) - if (g.SettingsWindows[i].ID == id) - return &g.SettingsWindows[i]; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id) + return settings; return NULL; } @@ -9939,7 +10064,7 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) { size_t file_data_size = 0; char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); - if (!file_data) + if (!file_data) return; LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); IM_FREE(file_data); @@ -10051,7 +10176,7 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) return g.SettingsIniData.c_str(); } -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name)); if (!settings) @@ -10059,45 +10184,44 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler* return (void*)settings; } -static void SettingsHandlerWindow_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void* entry, const char* line) +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { - ImGuiContext& g = *ctx; ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; - float x, y; + int x, y; int i; ImU32 u1; - if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) { settings->Pos = ImVec2(x, y); } - else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) { settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize); } + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } - else if (sscanf(line, "ViewportPos=%f,%f", &x, &y) == 2) { settings->ViewportPos = ImVec2(x, y); } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2) { settings->ViewportPos = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } -static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session // (if a window wasn't opened in this session we preserve its settings) - ImGuiContext& g = *imgui_ctx; + ImGuiContext& g = *ctx; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; if (window->Flags & ImGuiWindowFlags_NoSavedSettings) continue; - ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); if (!settings) { settings = ImGui::CreateNewWindowSettings(window->Name); - window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = window->Pos - window->ViewportPos; - settings->Size = window->SizeFull; + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); settings->ViewportId = window->ViewportId; - settings->ViewportPos = window->ViewportPos; + settings->ViewportPos = ImVec2ih(window->ViewportPos); IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); settings->DockId = window->DockId; settings->ClassId = window->WindowClass.ClassId; @@ -10106,23 +10230,20 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting } // Write to text buffer - buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve - for (int i = 0; i != g.SettingsWindows.Size; i++) - { - const ImGuiWindowSettings* settings = &g.SettingsWindows[i]; - const char* name = settings->Name; - if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - name = p; - buf->appendf("[%s][%s]\n", handler->TypeName, name); + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) { - buf->appendf("ViewportPos=%d,%d\n", (int)settings->ViewportPos.x, (int)settings->ViewportPos.y); + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); } - if (settings->Pos.x != 0.0f || settings->Pos.y != 0.0f || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) - buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); - if (settings->Size.x != 0.0f || settings->Size.y != 0.0f) - buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); if (settings->DockId != 0) { @@ -10134,7 +10255,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting if (settings->ClassId != 0) buf->appendf("ClassId=0x%08X\n", settings->ClassId); } - buf->appendf("\n"); + buf->append("\n"); } } @@ -10142,6 +10263,29 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- +// - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] +// - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] +// - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - UpdateSelectWindowViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() +//----------------------------------------------------------------------------- ImGuiViewport* ImGui::GetMainViewport() { @@ -10176,8 +10320,9 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view viewport->LastFrameActive = g.FrameCount; if (g.CurrentViewport == viewport) return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; g.CurrentViewport = viewport; - //IMGUI_DEBUG_LOG("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); // Notify platform layer of viewport changes // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI @@ -10194,12 +10339,14 @@ static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) { - // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protude and create their own. + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. ImGuiContext& g = *GImGui; - if (g.IO.ConfigViewportsNoAutoMerge && (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) - if (!window->DockIsActive) - if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) == 0) - return true; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; return false; } @@ -10235,6 +10382,32 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG return true; } +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate imgui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT + if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) + TranslateWindow(g.Windows[window_n], delta_pos); +} + // Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) { @@ -10252,9 +10425,9 @@ void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) } // If the back-end doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. -// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) It requires Platform_GetWindowFocus to be implemented by back-end. -static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +static ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) { ImGuiContext& g = *GImGui; ImGuiViewportP* best_candidate = NULL; @@ -10268,17 +10441,20 @@ static ImGuiViewportP* FindViewportHoveredFromPlatformWindowStack(const ImVec2 m return best_candidate; } +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. static void ImGui::UpdateViewportsNewFrame() { ImGuiContext& g = *GImGui; IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) - for (int n = 0; n < g.Viewports.Size; n++) + if ((g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { - ImGuiViewportP* viewport = g.Viewports[n]; - const bool platform_funcs_available = viewport->PlatformWindowCreated; - if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + const bool platform_funcs_available = viewport->PlatformWindowCreated; if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) { bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); @@ -10287,6 +10463,7 @@ static void ImGui::UpdateViewportsNewFrame() else viewport->Flags &= ~ImGuiViewportFlags_Minimized; } + } } // Create/update main viewport with current platform position and size @@ -10295,18 +10472,19 @@ static void ImGui::UpdateViewportsNewFrame() IM_ASSERT(main_viewport->Window == NULL); ImVec2 main_viewport_platform_pos = ImVec2(0.0f, 0.0f); ImVec2 main_viewport_platform_size = g.IO.DisplaySize; - if (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) main_viewport_platform_pos = (main_viewport->Flags & ImGuiViewportFlags_Minimized) ? main_viewport->Pos : g.PlatformIO.Platform_GetWindowPos(main_viewport); AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_platform_pos, main_viewport_platform_size, ImGuiViewportFlags_CanHostOtherWindows); + g.CurrentDpiScale = 0.0f; g.CurrentViewport = NULL; g.MouseViewport = NULL; for (int n = 0; n < g.Viewports.Size; n++) { - // Erase unused viewports ImGuiViewportP* viewport = g.Viewports[n]; viewport->Idx = n; + // Erase unused viewports if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) { // Clear references to this viewport in windows (window->ViewportId becomes the master data) @@ -10316,12 +10494,12 @@ static void ImGui::UpdateViewportsNewFrame() g.Windows[window_n]->Viewport = NULL; g.Windows[window_n]->ViewportOwned = false; } - if (viewport == g.MouseLastHoveredViewport) + if (viewport == g.MouseLastHoveredViewport) g.MouseLastHoveredViewport = NULL; g.Viewports.erase(g.Viewports.Data + n); // Destroy - //IMGUI_DEBUG_LOG("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); IM_DELETE(viewport); @@ -10330,9 +10508,9 @@ static void ImGui::UpdateViewportsNewFrame() } const bool platform_funcs_available = viewport->PlatformWindowCreated; - if ((g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if ((g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { - // Update Position and Size (from Platform Window to ImGui) if requested. + // Update Position and Size (from Platform Window to ImGui) if requested. // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) { @@ -10341,20 +10519,19 @@ static void ImGui::UpdateViewportsNewFrame() if (viewport->PlatformRequestResize) viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); } - - UpdateViewportPlatformMonitor(viewport); } + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; // Translate imgui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) - ImVec2 viewport_delta = viewport->Pos - viewport->LastPos; - if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta.x != 0.0f || viewport_delta.y != 0.0f)) - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - if (g.Windows[window_n]->Viewport == viewport || (g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable) == 0) - TranslateWindow(g.Windows[window_n], viewport_delta); + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); // Update DPI scale float new_dpi_scale; @@ -10381,7 +10558,7 @@ static void ImGui::UpdateViewportsNewFrame() viewport->DpiScale = new_dpi_scale; } - if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { g.MouseViewport = main_viewport; return; @@ -10397,15 +10574,15 @@ static void ImGui::UpdateViewportsNewFrame() { // Back-end failed at honoring its contract if it returned a viewport with the _NoInputs flag. IM_ASSERT(0); - viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos); + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } } else { // If the back-end doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: - // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. // B) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) - viewport_hovered = FindViewportHoveredFromPlatformWindowStack(g.IO.MousePos); + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } if (viewport_hovered != NULL) g.MouseLastHoveredViewport = viewport_hovered; @@ -10415,11 +10592,11 @@ static void ImGui::UpdateViewportsNewFrame() // Update mouse reference viewport // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) if (g.MovingWindow) - g.MouseViewport = g.MovingWindow->Viewport; + g.MouseViewport = g.MovingWindow->Viewport; else g.MouseViewport = g.MouseLastHoveredViewport; - // When dragging something, always refer to the last hovered viewport. + // When dragging something, always refer to the last hovered viewport. // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. @@ -10491,7 +10668,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const viewport->Flags = flags; UpdateViewportPlatformMonitor(viewport); g.Viewports.push_back(viewport); - //IMGUI_DEBUG_LOG("Add Viewport %08X (%s)\n", id, window->Name); + IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name); // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame @@ -10525,7 +10702,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // Restore main viewport if multi-viewport is not supported by the back-end ImGuiViewportP* main_viewport = g.Viewports[0]; - if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { SetWindowViewport(window, main_viewport); return; @@ -10539,10 +10716,10 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) window->ViewportId = 0; } - if (!g.NextWindowData.ViewportCond) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window - if (window->Viewport == NULL && window->ParentWindow) + if (window->Viewport == NULL && window->ParentWindow && !window->ParentWindow->IsFallbackWindow) window->Viewport = window->ParentWindow->Viewport; // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file @@ -10554,11 +10731,13 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) } } - if (g.NextWindowData.ViewportCond) + bool lock_viewport = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) { // Code explicitly request a viewport window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + lock_viewport = true; } else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) { @@ -10584,7 +10763,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // We cannot test window->ViewportOwned as it set lower in the function. bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0); if (try_to_merge_into_host_viewport) - UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); + UpdateTryMergeWindowIntoHostViewports(window); } // Fallback to default viewport @@ -10592,40 +10771,45 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) window->Viewport = main_viewport; // Mark window as allowed to protrude outside of its viewport and into the current monitor - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) - { - // We need to take account of the possibility that mouse may become invalid. - // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. - ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; - bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); - bool mouse_valid = IsMousePosValid(&mouse_ref); - if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid)) - window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); - else - window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; - } - else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) + if (!lock_viewport) { - // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. - const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; - if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) { - // Steal/transfer ownership - //IMGUI_DEBUG_LOG("[%05d] Window '%s' steal Viewport %08X from Window '%s'\n", g.FrameCount, window->Name, window->Viewport->ID, window->Viewport->Window->Name); - window->Viewport->Window = window; - window->Viewport->ID = window->ID; - window->Viewport->LastNameHash = 0; + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & ImGuiWindowFlags_Tooltip)) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow)) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } } - else if (!UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0])) // Merge? + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) { - // New viewport - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } } - // Regular (non-child, non-popup) windows by default are also allowed to protrude - // Child windows are kept contained within their parent. - else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) - window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; // Update flags window->ViewportOwned = (window == window->Viewport->Window); @@ -10644,7 +10828,7 @@ void ImGui::UpdatePlatformWindows() IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); g.FrameCountPlatformEnded = g.FrameCount; - if (!(g.ConfigFlagsForFrame & ImGuiConfigFlags_ViewportsEnable)) + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) return; // Create/resize/destroy platform windows to match each active viewport. @@ -10653,7 +10837,7 @@ void ImGui::UpdatePlatformWindows() { ImGuiViewportP* viewport = g.Viewports[i]; - // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) bool destroy_platform_window = false; destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); @@ -10672,7 +10856,7 @@ void ImGui::UpdatePlatformWindows() bool is_new_platform_window = (viewport->PlatformWindowCreated == false); if (is_new_platform_window) { - //IMGUI_DEBUG_LOG("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); g.PlatformIO.Platform_CreateWindow(viewport); if (g.PlatformIO.Renderer_CreateWindow != NULL) g.PlatformIO.Renderer_CreateWindow(viewport); @@ -10726,7 +10910,7 @@ void ImGui::UpdatePlatformWindows() // Show window g.PlatformIO.Platform_ShowWindow(viewport); - // Even without focus, we assume the window becomes front-most. + // Even without focus, we assume the window becomes front-most. // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; @@ -10737,7 +10921,7 @@ void ImGui::UpdatePlatformWindows() } // Update our implicit z-order knowledge of platform windows, which is used when the back-end cannot provide io.MouseHoveredViewport. - // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored. + // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored. if (g.PlatformIO.Platform_GetWindowFocus != NULL) { ImGuiViewportP* focused_viewport = NULL; @@ -10805,12 +10989,16 @@ static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) // Search for the monitor with the largest intersection area with the given rectangle // We generally try to avoid searching loops but the monitor count should be very small here -// FIXME-OPT: We could test the last monitor used for that viewport first.. +// FIXME-OPT: We could test the last monitor used for that viewport first, and early static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) { ImGuiContext& g = *GImGui; - // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. // This is necessary for tooltips which always resize down to zero at first. const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); int best_monitor_n = -1; @@ -10849,7 +11037,11 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) if (g.PlatformIO.Platform_DestroyWindow) g.PlatformIO.Platform_DestroyWindow(viewport); IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); - viewport->PlatformWindowCreated = false; + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The right-er way may be to leave it to the back-end to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; } else { @@ -10861,12 +11053,12 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) void ImGui::DestroyPlatformWindows() { - // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end - // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. - // It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the back-end + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform back-end code to store something in the main viewport, in order for e.g. the mouse handling // code to operator a consistent manner. // It is expected that the back-end can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without - // crashing if it doesn't have data stored. + // crashing if it doesn't have data stored. ImGuiContext& g = *GImGui; for (int i = 0; i < g.Viewports.Size; i++) DestroyPlatformWindow(g.Viewports[i]); @@ -10882,15 +11074,21 @@ void ImGui::DestroyPlatformWindows() // Docking: ImGuiDockContext Docking/Undocking functions // Docking: ImGuiDockNode // Docking: ImGuiDockNode Tree manipulation functions -// Docking: Public Functions (SetWindowDock, DockSpace) +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) // Docking: Builder Functions -// Docking: Begin/End Functions (called from Begin/End) +// Docking: Begin/End Support Functions (called from Begin/End) // Docking: Settings //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Docking: Internal Types //----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- static float IMGUI_DOCK_SPLITTER_SIZE = 2.0f; @@ -10906,7 +11104,7 @@ struct ImGuiDockRequest { ImGuiDockRequestType Type; ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) - ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] ImGuiDir DockSplitDir; float DockSplitRatio; @@ -10943,18 +11141,17 @@ struct ImGuiDockPreviewData // Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) struct ImGuiDockNodeSettings { - ImGuiID ID; - ImGuiID ParentID; - ImGuiID SelectedTabID; - signed char SplitAxis; - char Depth; - char IsDockSpace; - char IsCentralNode; - char IsHiddenTabBar; - ImVec2ih Pos; - ImVec2ih Size; - ImVec2ih SizeRef; - ImGuiDockNodeSettings() { ID = ParentID = SelectedTabID = 0; SplitAxis = ImGuiAxis_None; Depth = 0; IsDockSpace = IsCentralNode = IsHiddenTabBar = 0; } + ImGuiID ID; + ImGuiID ParentNodeID; + ImGuiID ParentWindowID; + ImGuiID SelectedWindowID; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { ID = ParentNodeID = ParentWindowID = SelectedWindowID = 0; SplitAxis = ImGuiAxis_None; Depth = 0; Flags = ImGuiDockNodeFlags_None; } }; struct ImGuiDockContext @@ -10974,7 +11171,6 @@ namespace ImGui { // ImGuiDockContext static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); - static ImGuiID DockContextGenNodeID(ImGuiContext* ctx); static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); @@ -10982,6 +11178,7 @@ namespace ImGui static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); static void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_persistent_docking_refs); // Use root_id==0 to clear all static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all @@ -10990,6 +11187,7 @@ namespace ImGui static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); static void DockNodeHideHostWindow(ImGuiDockNode* node); @@ -10998,13 +11196,13 @@ namespace ImGui static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); static void DockNodeAddTabBar(ImGuiDockNode* node); static void DockNodeRemoveTabBar(ImGuiDockNode* node); - static ImGuiID DockNodeUpdateTabListMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); static void DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); - static ImRect DockNodeCalcTabBarRect(const ImGuiDockNode* node); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos); static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } @@ -11014,7 +11212,7 @@ namespace ImGui // ImGuiDockNode tree manipulations static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); - static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes = false); static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); static ImGuiDockNode* DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos); static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); @@ -11038,6 +11236,23 @@ namespace ImGui // we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). // This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. //----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextOnLoadSettings() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextUpdateUndocking() +// - DockContextUpdateDocking() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- void ImGui::DockContextInitialize(ImGuiContext* ctx) { @@ -11075,16 +11290,16 @@ void ImGui::DockContextOnLoadSettings(ImGuiContext* ctx) void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_persistent_docking_references) { + IM_UNUSED(ctx); IM_ASSERT(ctx == GImGui); - (void)ctx; // [Bruno] silence a warning DockBuilderRemoveNodeDockedWindows(root_id, clear_persistent_docking_references); DockBuilderRemoveNodeChildNodes(root_id); } // This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch -void ImGui::DockContextRebuild(ImGuiContext* ctx) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) { - //IMGUI_DEBUG_LOG("[docking] full rebuild\n"); + IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n"); ImGuiDockContext* dc = ctx->DockContext; SaveIniSettingsToMemory(); ImGuiID root_id = 0; // Rebuild all @@ -11114,7 +11329,7 @@ void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) DockBuilderRemoveNodeChildNodes(node->ID); //dc->WantFullRebuild = true; } - + // Process full rebuild #if 0 if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) @@ -11122,7 +11337,7 @@ void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) #endif if (dc->WantFullRebuild) { - DockContextRebuild(ctx); + DockContextRebuildNodes(ctx); dc->WantFullRebuild = false; } @@ -11155,7 +11370,7 @@ void ImGui::DockContextUpdateDocking(ImGuiContext* ctx) // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->IsRootNode() && !node->IsDockSpace()) + if (node->IsFloatingNode()) DockNodeUpdate(node); } @@ -11164,7 +11379,7 @@ static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID return (ImGuiDockNode*)ctx->DockContext->Nodes.GetVoidPtr(id); } -static ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) { // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) // FIXME-OPT FIXME-DOCKING: This is suboptimal, even if the node count is small enough not to be a worry. We should poke in ctx->Nodes to find a suitable ID faster. @@ -11181,6 +11396,9 @@ static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) id = DockContextGenNodeID(ctx); else IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id); ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); ctx->DockContext->Nodes.SetVoidPtr(node->ID, node); return node; @@ -11191,7 +11409,7 @@ static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiContext& g = *ctx; ImGuiDockContext* dc = ctx->DockContext; - //printf("[%05d] RemoveNode 0x%04X\n", node->ID); + IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); IM_ASSERT(node->Windows.Size == 0); @@ -11246,20 +11464,33 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) for (int settings_n = 0; settings_n < dc->SettingsNodes.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->SettingsNodes[settings_n]; - ImGuiDockContextPruneNodeData* parent_data = settings->ParentID ? pool.GetByKey(settings->ParentID) : 0; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeID ? pool.GetByKey(settings->ParentNodeID) : 0; pool.GetOrAddByKey(settings->ID)->RootID = parent_data ? parent_data->RootID : settings->ID; - if (settings->ParentID) - pool.GetOrAddByKey(settings->ParentID)->CountChildNodes++; + if (settings->ParentNodeID) + pool.GetOrAddByKey(settings->ParentNodeID)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->SettingsNodes.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->SettingsNodes[settings_n]; + if (settings->ParentWindowID != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowID)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; } // Count reference to dock ids from window settings - for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) - if (ImGuiID dock_id = g.SettingsWindows[settings_n].DockId) + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) { - ImGuiDockContextPruneNodeData* data_root = (data->RootID == dock_id) ? data : pool.GetByKey(data->RootID); data->CountWindows++; - data_root->CountChildWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootID == dock_id) ? data : pool.GetByKey(data->RootID)) + data_root->CountChildWindows++; } // Prune @@ -11272,11 +11503,12 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) ImGuiDockContextPruneNodeData* data_root = (data->RootID == settings->ID) ? data : pool.GetByKey(data->RootID); bool remove = false; - remove |= (data->CountWindows == 1 && settings->ParentID == 0 && data->CountChildNodes == 0 && !settings->IsCentralNode); // Floating root node with only 1 window - remove |= (data->CountWindows == 0 && settings->ParentID == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data->CountWindows == 1 && settings->ParentNodeID == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeID == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window remove |= (data_root->CountChildWindows == 0); if (remove) { + IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); DockSettingsRemoveNodeReferences(&settings->ID, 1); settings->ID = 0; } @@ -11292,7 +11524,7 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc if (settings->ID == 0) continue; ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); - node->ParentNode = settings->ParentID ? DockContextFindNodeByID(ctx, settings->ParentID) : NULL; + node->ParentNode = settings->ParentNodeID ? DockContextFindNodeByID(ctx, settings->ParentNodeID) : NULL; node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); node->Size = ImVec2(settings->Size.x, settings->Size.y); node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); @@ -11301,14 +11533,9 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc node->ParentNode->ChildNodes[0] = node; else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) node->ParentNode->ChildNodes[1] = node; - node->SelectedTabID = settings->SelectedTabID; + node->SelectedTabID = settings->SelectedWindowID; node->SplitAxis = settings->SplitAxis; - if (settings->IsDockSpace) - node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; - if (settings->IsCentralNode) - node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; - if (settings->IsHiddenTabBar) - node->LocalFlags |= ImGuiDockNodeFlags_HiddenTabBar; + node->LocalFlags |= (settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); // Bind host window immediately if it already exist (in case of a rebuild) // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. @@ -11340,6 +11567,15 @@ void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id //----------------------------------------------------------------------------- // Docking: ImGuiDockContext Docking/Undocking functions //----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) { @@ -11385,11 +11621,15 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); ImGuiContext& g = *ctx; - (void)g; // [Bruno] silence a warning - + IM_UNUSED(g); + ImGuiWindow* payload_window = req->DockPayload; // Optional ImGuiWindow* target_window = req->DockTargetWindow; ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); // Decide which Tab will be selected at the end of the operation ImGuiID next_selected_id = 0; @@ -11472,8 +11712,9 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) // Central node property needs to be moved to a leaf node, pick the last focused one. // FIXME-DOCKING: If we had to transfer other flags here, what would the policy be? ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeID); + IM_ASSERT(last_focused_node != NULL); ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); - IM_ASSERT(last_focused_node != NULL && last_focused_root_node == DockNodeGetRootNode(payload_node)); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); last_focused_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; node->LocalFlags &= ~ImGuiDockNodeFlags_CentralNode; last_focused_root_node->CentralNode = last_focused_node; @@ -11500,6 +11741,11 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) DockSettingsRenameNodeReferences(payload_dock_id, node->ID); } } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } // Update selection immediately if (ImGuiTabBar* tab_bar = node->TabBar) @@ -11533,11 +11779,12 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) DockSettingsRenameNodeReferences(node->ID, new_node->ID); for (int n = 0; n < new_node->Windows.Size; n++) UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL); + new_node->AuthorityForPos = new_node->AuthorityForSize = ImGuiDataAuthority_Window; new_node->WantMouseMove = true; } else { - // Otherwise delete the previous node by merging the other sibling back into the parent node. + // Otherwise extract our node and merging our sibling back into the parent node. IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; node->ParentNode->ChildNodes[index_in_parent] = NULL; @@ -11572,6 +11819,32 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* //----------------------------------------------------------------------------- // Docking: ImGuiDockNode //----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateVisibleFlagAndInactiveChilds() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockCalc() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- ImGuiDockNode::ImGuiDockNode(ImGuiID id) { @@ -11581,6 +11854,7 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) TabBar = NULL; SplitAxis = ImGuiAxis_None; + State = ImGuiDockNodeState_Unknown; HostWindow = VisibleWindow = NULL; CentralNode = OnlyNodeWithWindows = NULL; LastFrameAlive = LastFrameActive = LastFrameFocused = -1; @@ -11590,8 +11864,9 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; AuthorityForViewport = ImGuiDataAuthority_Auto; IsVisible = true; - IsFocused = HasCloseButton = HasCollapseButton = false; + IsFocused = HasCloseButton = HasWindowMenuButton = EnableCloseButton = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; + MarkedForPosSizeWrite = false; } ImGuiDockNode::~ImGuiDockNode() @@ -11620,6 +11895,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b DockNodeRemoveWindow(window->DockNode, window, 0); } IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); node->Windows.push_back(window); node->WantHiddenTabBarUpdate = true; @@ -11628,8 +11904,8 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b window->DockIsActive = (node->Windows.Size > 1); window->DockTabWantClose = false; - // If 2+ windows appeared on the same frame, creating a new DockNode+TabBar from the second window, - // then we need to hide the first one after the fact otherwise it would be visible as a standalone window for one frame. + // If more than 2 windows appeared on the same frame, we'll create a new hosting DockNode from the point of the second window submission. + // Then we need to hide the first window (after its been output) otherwise it would be visible as a standalone window for one frame. if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false) { node->Windows[0]->Hidden = true; @@ -11638,7 +11914,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. - if (node->HostWindow == NULL && !node->IsDockSpace() && node->IsRootNode()) + if (node->HostWindow == NULL && node->IsFloatingNode()) { if (node->AuthorityForPos == ImGuiDataAuthority_Auto) node->AuthorityForPos = ImGuiDataAuthority_Window; @@ -11655,7 +11931,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b { DockNodeAddTabBar(node); node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabID; - + // Add existing windows for (int n = 0; n < node->Windows.Size - 1; n++) TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); @@ -11677,6 +11953,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window //IM_ASSERT(window->RootWindow == node->HostWindow); //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); window->DockNode = NULL; window->DockIsActive = window->DockTabWantClose = false; @@ -11685,7 +11962,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window // Remove window bool erased = false; - (void)erased; // [Bruno] silence a warning + IM_UNUSED(erased); // [Bruno Levy] silence a warning for (int n = 0; n < node->Windows.Size; n++) if (node->Windows[n] == window) { @@ -11839,6 +12116,15 @@ static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* DockNodeFindInfo(node->ChildNodes[1], results); } +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n]->ID == id) + return node->Windows[n]; + return NULL; +} + // - Remove inactive windows/nodes. // - Update visibility flag. static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) @@ -11877,6 +12163,7 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod if (node->Windows.Size == 1 && !node->IsCentralNode()) { DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return return; } @@ -11926,6 +12213,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) ImGuiContext& g = *GImGui; IM_ASSERT(node->LastFrameActive != g.FrameCount); node->LastFrameAlive = g.FrameCount; + node->MarkedForPosSizeWrite = false; node->CentralNode = node->OnlyNodeWithWindows = NULL; if (node->IsRootNode()) @@ -11962,7 +12250,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) DockNodeRemoveTabBar(node); // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) - if (node->Windows.Size <= 1 && node->IsRootNode() && node->IsLeafNode() && !node->IsDockSpace() && !g.IO.ConfigDockingTabBarOnSingleWindows) + bool want_to_hide_host_window = false; + if (node->Windows.Size <= 1 && node->IsFloatingNode() && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (want_to_hide_host_window) { if (node->Windows.Size == 1) { @@ -11988,9 +12280,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) } DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; node->WantCloseAll = false; node->WantCloseTabID = 0; - node->HasCloseButton = node->HasCollapseButton = false; + node->HasCloseButton = node->HasWindowMenuButton = node->EnableCloseButton = false; node->LastFrameActive = g.FrameCount; if (node->WantMouseMove && node->Windows.Size == 1) @@ -11998,27 +12291,57 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) return; } + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabID != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabID); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + + // Bind or create host window ImGuiWindow* host_window = NULL; bool beginned_into_host_window = false; if (node->IsDockSpace()) { // [Explicit root dockspace node] IM_ASSERT(node->HostWindow); - node->HasCloseButton = false; - node->HasCollapseButton = true; + node->EnableCloseButton = false; + node->HasCloseButton = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + node->HasWindowMenuButton = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; host_window = node->HostWindow; } else { // [Automatic root or child nodes] - node->HasCloseButton = false; - node->HasCollapseButton = (node->Windows.Size > 0); + node->EnableCloseButton = false; + node->HasCloseButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. ImGuiWindow* window = node->Windows[window_n]; window->DockIsActive = (node->Windows.Size > 1); - node->HasCloseButton |= window->HasCloseButton; + node->EnableCloseButton |= window->HasCloseButton; } if (node->IsRootNode() && node->IsVisible) @@ -12069,7 +12392,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. - // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back // after the dock host window, losing their top-most status. if (node->HostWindow->Appearing) @@ -12095,7 +12418,6 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size after // processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! - const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; if (render_dockspace_bg) { @@ -12114,16 +12436,13 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (central_node_hole_register_hit_test_hole) { // Add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. - //IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode - if(node->IsDockSpace()) { // [Bruno] Wed 08 May 2019 Replaced assert with test. - // I do not know what I'm doing, but this fixes a crash in Graphite (maybe I'll pay later though...) - ImRect central_hole(central_node->Pos, central_node->Pos + central_node->Size); - central_hole.Expand(ImVec2(-WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, -WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)); - if (central_node_hole && !central_hole.IsInverted()) - { - SetWindowHitTestHole(host_window, central_hole.Min, central_hole.Max - central_hole.Min); - SetWindowHitTestHole(host_window->ParentWindow, central_hole.Min, central_hole.Max - central_hole.Min); - } + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImRect central_hole(central_node->Pos, central_node->Pos + central_node->Size); + central_hole.Expand(ImVec2(-WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, -WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)); + if (central_node_hole && !central_hole.IsInverted()) + { + SetWindowHitTestHole(host_window, central_hole.Min, central_hole.Max - central_hole.Min); + SetWindowHitTestHole(host_window->ParentWindow, central_hole.Min, central_hole.Max - central_hole.Min); } } @@ -12170,9 +12489,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window)) BeginAsDockableDragDropTarget(host_window); + // We update this after DockNodeUpdateTabBar() node->LastFrameActive = g.FrameCount; // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children if (host_window) { if (node->ChildNodes[0]) @@ -12182,7 +12503,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Render outer borders last (after the tab bar) if (node->IsRootNode()) - RenderOuterBorders(host_window); + RenderWindowOuterBorders(host_window); } // End host window @@ -12200,12 +12521,16 @@ static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* r return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); } -static ImGuiID ImGui::DockNodeUpdateTabListMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) { // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; ImGuiID ret_tab_id = 0; - SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight())); - if (BeginPopup("#TabListMenu")) + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) { node->IsFocused = true; if (tab_bar->Tabs.Size == 1) @@ -12276,7 +12601,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w host_window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); } - PushID(node->ID); + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); ImGuiTabBar* tab_bar = node->TabBar; bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden if (tab_bar == NULL) @@ -12288,26 +12616,38 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiID focus_tab_id = 0; node->IsFocused = is_focused; - // Collapse button changes shape and display a list - if (IsPopupOpen("#TabListMenu")) + const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + const bool has_close_button = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id accross multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) { - if (ImGuiID tab_id = DockNodeUpdateTabListMenu(node, tab_bar)) + if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar)) focus_tab_id = tab_bar->NextSelectedTabId = tab_id; is_focused |= node->IsFocused; } + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos); + // Title bar if (is_focused) node->LastFrameFocused = g.FrameCount; - ImRect title_bar_rect = ImRect(node->Pos, node->Pos + ImVec2(node->Size.x, g.FontSize + style.FramePadding.y * 2.0f)); ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawCornerFlags_Top); - // Collapse button - if (CollapseButton(host_window->GetID("#COLLAPSE"), title_bar_rect.Min, node)) - OpenPopup("#TabListMenu"); - if (IsItemActive()) - focus_tab_id = tab_bar->SelectedTabId; + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + } // Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value. const int tabs_count_old = tab_bar->Tabs.Size; @@ -12324,12 +12664,18 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w int tabs_unsorted_start = tab_bar->Tabs.Size; for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) { + // FIXME-DOCKING: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; tabs_unsorted_start = tab_n; } - //printf("[%05d] Sorting %d new appearing tabs\n", g.FrameCount, tab_bar->Tabs.Size - tabs_unsorted_start); + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabID) != NULL) @@ -12338,7 +12684,6 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->ID; // Begin tab bar - const ImRect tab_bar_rect = DockNodeCalcTabBarRect(node); ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; if (!host_window->Collapsed && is_focused) @@ -12385,15 +12730,15 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Close button (after VisibleWindow was updated) // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from tab_bar->SelectedTabId - if (node->VisibleWindow) + if (has_close_button && node->VisibleWindow) { if (!node->VisibleWindow->HasCloseButton) { PushItemFlag(ImGuiItemFlags_Disabled, true); PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f)); } - const float rad = g.FontSize * 0.5f; - if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x - rad, style.FramePadding.y + rad), rad + 1)) + const float button_sz = g.FontSize; + if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x * 2.0f - button_sz, 0.0f))) if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) { node->WantCloseTabID = tab->ID; @@ -12409,15 +12754,20 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w } // When clicking on the title bar outside of tabs, we still focus the selected tab for that node - if (g.HoveredWindow == host_window && g.HoveredId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) { - if (IsMouseClicked(0)) + bool held; + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held); + if (held) { - focus_tab_id = tab_bar->SelectedTabId; + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; // Forward moving request to selected window - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) - StartMouseMovingWindow(tab->Window); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseDragFromTitleBar(tab->Window, node, false); } } @@ -12498,15 +12848,32 @@ static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* return false; } -static ImRect ImGui::DockNodeCalcTabBarRect(const ImGuiDockNode* node) +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents, may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos) { ImGuiContext& g = *GImGui; - ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + (g.FontSize + g.Style.FramePadding.y * 2.0f)); - if (node->HasCollapseButton) - r.Min.x += g.Style.FramePadding.x + g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a tab bar. Instead we adjusted RenderArrowDockMenu() - // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. - r.Max.x -= g.Style.FramePadding.x + g.FontSize + 1.0f; - return r; + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + ImVec2 window_menu_button_pos = r.Min; + r.Min.x += g.Style.FramePadding.x; + r.Max.x -= g.Style.FramePadding.x; + if (node->HasCloseButton) + { + r.Max.x -= g.FontSize;// +1.0f; // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. + } + if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a docking tab bar. Instead we adjusted RenderArrowDockMenu() + } + else if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Right) + { + r.Max.x -= g.FontSize + g.Style.FramePadding.x; + window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } } void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) @@ -12522,12 +12889,12 @@ void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& po if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) { size_new[axis] = size_new_desired[axis]; - size_old[axis] = (float)(int)(w_avail - size_new[axis]); + size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } else { - size_new[axis] = (float)(int)(w_avail * 0.5f); - size_old[axis] = (float)(int)(w_avail - size_new[axis]); + size_new[axis] = IM_FLOOR(w_avail * 0.5f); + size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); } // Position each node @@ -12601,7 +12968,7 @@ static void ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNo ImGuiContext& g = *GImGui; // There is an edge case when docking into a dockspace which only has inactive nodes. - // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; if (ref_node_for_rect) @@ -12609,7 +12976,7 @@ static void ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNo // Build a tentative future node (reuse same structure because it is practical) data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); - data->FutureNode.HasCollapseButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); data->FutureNode.Pos = host_node ? ref_node_for_rect->Pos : host_window->Pos; data->FutureNode.Size = host_node ? ref_node_for_rect->Size : host_window->Size; @@ -12619,6 +12986,8 @@ static void ImGui::DockNodePreviewDockCalc(ImGuiWindow* host_window, ImGuiDockNo data->IsCenterAvailable = !is_outer_docking; if (src_is_visibly_splitted && (!host_node || !host_node->IsEmpty())) data->IsCenterAvailable = false; + if (host_node && (host_node_flags & ImGuiDockNodeFlags_NoDocking)) + data->IsCenterAvailable = false; if (host_node && (host_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) data->IsCenterAvailable = false; @@ -12709,7 +13078,8 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) { // Compute target tab bar geometry so we can locate our preview tabs - ImRect tab_bar_rect = DockNodeCalcTabBarRect(&data->FutureNode); + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL); ImVec2 tab_pos = tab_bar_rect.Min; if (host_node && host_node->TabBar) { @@ -12771,7 +13141,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); } } - + // Stop after ImGuiDir_None if ((host_node && (host_node->GetMergedFlags() & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) return; @@ -12781,6 +13151,14 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock //----------------------------------------------------------------------------- // Docking: ImGuiDockNode Tree manipulation functions //----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) { @@ -12833,6 +13211,7 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG IM_ASSERT(parent_node->TabBar == NULL); IM_ASSERT(parent_node->Windows.Size == 0); } + IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); ImVec2 backup_last_explicit_size = parent_node->SizeRef; DockNodeMoveChildNodes(parent_node, merge_lead_child); @@ -12852,7 +13231,9 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG parent_node->SizeRef = backup_last_explicit_size; // Flags transfer - parent_node->LocalFlags = ((child_0 ? child_0->LocalFlags : 0) | (child_1 ? child_1->LocalFlags : 0)) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; if (child_0) { @@ -12867,10 +13248,18 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) -void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes) { - node->Pos = pos; - node->Size = size; + // During the regular dock node update we write to all nodes. + // 'only_write_to_marked_nodes' is only set when turning a node visible mid-frame and we need its size right-away. + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + const bool write_to_node = (only_write_to_marked_nodes == false) || (node->MarkedForPosSizeWrite); + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + if (node->IsLeafNode()) return; @@ -12896,6 +13285,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si child_0->WantLockSizeOnce = false; child_0_size[axis] = child_0->SizeRef[axis] = child_0->Size[axis]; child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } else if (child_1->WantLockSizeOnce) @@ -12903,6 +13293,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si child_1->WantLockSizeOnce = false; child_1_size[axis] = child_1->SizeRef[axis] = child_1->Size[axis]; child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node @@ -12998,7 +13389,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) /* // [DEBUG] Render limits - ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); for (int n = 0; n < 2; n++) if (axis == ImGuiAxis_X) draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); @@ -13026,7 +13417,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) { ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; - //ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport()); + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); while (touching_node->ParentNode != node) { @@ -13096,14 +13487,19 @@ ImGuiDockNode* ImGui::DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos) return node->CentralNode; return DockNodeTreeFindFallbackLeafNode(node); } - + return NULL; } //----------------------------------------------------------------------------- // Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) //----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- +// [Internal] Called via SetNextWindowDockID() void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time @@ -13142,6 +13538,7 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) // Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. // The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { ImGuiContext* ctx = GImGui; @@ -13154,9 +13551,12 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (!node) { + IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id); node = DockContextAddNode(ctx, id); node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); node->SharedFlags = flags; node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); @@ -13183,6 +13583,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Pos = window->DC.CursorPos; node->Size = node->SizeRef = size; @@ -13190,6 +13591,7 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; + // FIXME-DOCKING: Why do we need a child window to host a dockspace, could we host it in the existing window? ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; @@ -13214,11 +13616,13 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla IM_ASSERT(node->IsRootNode()); DockNodeUpdate(node); + g.WithinEndChild = true; End(); + g.WithinEndChild = false; } // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! -// The limitation with this call is that your window won't have a menu bar. +// The limitation with this call is that your window won't have a menu bar. // Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. // So if you want a menu bar you need to repeat this code manually ourselves. As with advanced other Docking API, we may change this function signature. ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) @@ -13256,8 +13660,24 @@ ImGuiID ImGui::DockSpaceOverViewport(ImGuiViewport* viewport, ImGuiDockNodeFlags // Docking: Builder Functions //----------------------------------------------------------------------------- // Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! // It is expected that those functions are all called _before_ the dockspace node submission. //----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) { @@ -13302,12 +13722,17 @@ void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Size = node->SizeRef = size; node->AuthorityForSize = ImGuiDataAuthority_DockNode; } -// If you create a regular node, both ref_pos/ref_size will position the window. -// If you create a dockspace node: ref_pos won't be used, ref_size is useful on the first frame to... +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) { ImGuiContext* ctx = GImGui; @@ -13338,7 +13763,7 @@ void ImGui::DockBuilderRemoveNode(ImGuiID node_id) DockBuilderRemoveNodeDockedWindows(node_id, true); DockBuilderRemoveNodeChildNodes(node_id); if (node->IsCentralNode() && node->ParentNode) - node->ParentNode->LocalFlags = ImGuiDockNodeFlags_CentralNode; + node->ParentNode->LocalFlags |= ImGuiDockNodeFlags_CentralNode; DockContextRemoveNode(ctx, node, true); } @@ -13382,12 +13807,12 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) } // Apply to settings - for (int settings_n = 0; settings_n < ctx->SettingsWindows.Size; settings_n++) - if (ImGuiID window_settings_dock_id = ctx->SettingsWindows[settings_n].DockId) + for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) for (int n = 0; n < nodes_to_remove.Size; n++) if (nodes_to_remove[n]->ID == window_settings_dock_id) { - ctx->SettingsWindows[settings_n].DockId = root_id; + settings->DockId = root_id; break; } @@ -13416,9 +13841,8 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_persi ImGuiContext& g = *ctx; if (clear_persistent_docking_references) { - for (int n = 0; n < g.SettingsWindows.Size; n++) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { - ImGuiWindowSettings* settings = &g.SettingsWindows[n]; bool want_removal = (root_id == 0) || (settings->DockId == root_id); if (!want_removal && settings->DockId != 0) if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId)) @@ -13437,7 +13861,7 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_persi if (want_removal) { const ImGuiID backup_dock_id = window->DockId; - (void)backup_dock_id; // [Bruno] silence a warning + IM_UNUSED(backup_dock_id); // [Bruno Levy] silence a warning DockContextProcessUndockWindow(ctx, window, clear_persistent_docking_references); if (!clear_persistent_docking_references) IM_ASSERT(window->DockId == backup_dock_id); @@ -13445,11 +13869,14 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_persi } } -// FIXME-DOCK: We are not exposing nor using split_outer. -ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_other) +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) { ImGuiContext* ctx = GImGui; IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir); ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (node == NULL) @@ -13471,11 +13898,11 @@ ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_r DockContextProcessDock(ctx, &req); ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; - ImGuiID id_other = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; if (out_id_at_dir) *out_id_at_dir = id_at_dir; - if (out_id_other) - *out_id_other = id_other; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; return id_at_dir; } @@ -13500,7 +13927,7 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID ds dst_node->ChildNodes[child_n]->ParentNode = dst_node; } - //IMGUI_DEBUG_LOG("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); return dst_node; } @@ -13535,17 +13962,18 @@ void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_ } else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) { + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) { - dst_settings->ViewportPos = src_window->Pos; + dst_settings->ViewportPos = window_pos_2ih; dst_settings->ViewportId = src_window->ViewportId; - dst_settings->Pos = ImVec2(0.0f, 0.0f); + dst_settings->Pos = ImVec2ih(0, 0); } else { - dst_settings->Pos = src_window->Pos; + dst_settings->Pos = window_pos_2ih; } - dst_settings->Size = src_window->SizeFull; + dst_settings->Size = ImVec2ih(src_window->SizeFull); dst_settings->Collapsed = src_window->Collapsed; } } @@ -13591,14 +14019,15 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks if (dst_dock_id != 0) { - // Docked windows gets redocked into the new node hierarchy. - //IMGUI_DEBUG_LOG("Remap window '%s' %08X -> %08X\n", dst_window_name, src_dock_id, dst_dock_id); + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); DockBuilderDockWindow(dst_window_name, dst_dock_id); } else { // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); DockBuilderCopyWindowSettings(src_window_name, dst_window_name); } } @@ -13616,8 +14045,8 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks if (src_windows.contains(window->ID)) continue; - // Docked windows gets redocked into the new node hierarchy. - //IMGUI_DEBUG_LOG("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); DockBuilderDockWindow(window->Name, dst_dock_id); } } @@ -13631,17 +14060,77 @@ void ImGui::DockBuilderFinish(ImGuiID root_id) } //----------------------------------------------------------------------------- -// Docking: Begin/End Functions (called from Begin/End) +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - BeginDocked() +// - BeginAsDockableDragDropSource() +// - BeginAsDockableDragDropTarget() //----------------------------------------------------------------------------- -void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; - - const bool auto_dock_node = (g.IO.ConfigDockingTabBarOnSingleWindows) && !(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)); - if (auto_dock_node) - { + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible) + { + ancestor_node->IsVisible = true; + ancestor_node->MarkedForPosSizeWrite = true; + if (ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + } + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true); + } + + // Add window to node + DockNodeAddWindow(node, window, true); + IM_ASSERT(node == window->DockNode); + return node; +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { if (window->DockId == 0) { IM_ASSERT(window->DockNode == NULL); @@ -13653,8 +14142,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) bool want_undock = false; want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; - want_undock |= (g.NextWindowData.PosCond && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock); - g.NextWindowData.PosUndock = false; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; if (want_undock) { DockContextProcessUndockWindow(ctx, window); @@ -13668,26 +14156,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) IM_ASSERT(window->DockId == node->ID); if (window->DockId != 0 && node == NULL) { - node = DockContextFindNodeByID(ctx, window->DockId); - - // We should not be docking into a split node (SetWindowDock should avoid this) - if (node && node->IsSplitNode()) - { - DockContextProcessUndockWindow(ctx, window); - return; - } - - // Create node + node = DockContextBindNodeToWindow(ctx, window); if (node == NULL) - { - node = DockContextAddNode(ctx, window->DockId); - node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; - if (auto_dock_node) - node->LastFrameAlive = g.FrameCount; - } - - DockNodeAddWindow(node, window, true); - IM_ASSERT(node == window->DockNode); + return; } #if 0 @@ -13717,21 +14188,27 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) return; } - // Undock if we are submitted earlier than the host window - if (node->HostWindow && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) - { - DockContextProcessUndockWindow(ctx, window); - return; - } - + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) if (node->HostWindow == NULL) { + window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing); window->DockTabIsVisible = false; return; } + IM_ASSERT(node->HostWindow); IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x > 0.0f && node->Size.y > 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(ctx, window); + return; + } // Position window SetNextWindowPos(node->Pos); @@ -13821,7 +14298,7 @@ void ImGui::BeginAsDockableDragDropTarget(ImGuiWindow* window) const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); // Preview docking request and find out split direction/ratio - //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. const bool do_preview = payload->IsPreview() || payload->IsDelivery(); if (do_preview && (node != NULL || allow_null_target_node)) { @@ -13853,22 +14330,29 @@ void ImGui::BeginAsDockableDragDropTarget(ImGuiWindow* window) //----------------------------------------------------------------------------- // Docking: Settings //----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) { ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); for (int window_n = 0; window_n < g.Windows.Size; window_n++) { ImGuiWindow* window = g.Windows[window_n]; if (window->DockId == old_node_id && window->DockNode == NULL) window->DockId = new_node_id; } - for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) // FIXME-OPT: We could remove this loop by storing the index in the map - { - ImGuiWindowSettings* window_settings = &g.SettingsWindows[settings_n]; - if (window_settings->DockId == old_node_id) - window_settings->DockId = new_node_id; - } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; } // Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings @@ -13876,19 +14360,17 @@ static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ { ImGuiContext& g = *GImGui; int found = 0; - for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) // FIXME-OPT: We could remove this loop by storing the index in the map - { - ImGuiWindowSettings* window_settings = &g.SettingsWindows[settings_n]; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) for (int node_n = 0; node_n < node_ids_count; node_n++) - if (window_settings->DockId == node_ids[node_n]) + if (settings->DockId == node_ids[node_n]) { - window_settings->DockId = 0; - window_settings->DockOrder = -1; + settings->DockId = 0; + settings->DockOrder = -1; if (++found < node_ids_count) break; return; } - } } static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) @@ -13917,14 +14399,16 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings // Parsing, e.g. // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. ImGuiDockNodeSettings node; line = ImStrSkipBlank(line); if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } - else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.IsDockSpace = true; } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } else return; - if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; - if (sscanf(line, " Parent=0x%08X%n", &node.ParentID, &r) == 1) { line += r; if (node.ParentID == 0) return; } - if (node.ParentID == 0) + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeID, &r) == 1) { line += r; if (node.ParentNodeID == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowID, &r) ==1) { line += r; if (node.ParentWindowID == 0) return; } + if (node.ParentNodeID == 0) { if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; @@ -13934,12 +14418,16 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } } if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } - if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; node.IsCentralNode = (x != 0); } - if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; node.IsHiddenTabBar = (x != 0); } - if (sscanf(line, " SelectedTab=0x%08X%n", &node.SelectedTabID,&r) == 1) { line += r; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedWindowID,&r) == 1) { line += r; } ImGuiDockContext* dc = ctx->DockContext; - if (node.ParentID != 0) - if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentID)) + if (node.ParentNodeID != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeID)) node.Depth = parent_settings->Depth + 1; dc->SettingsNodes.push_back(node); } @@ -13949,16 +14437,15 @@ static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDo ImGuiDockNodeSettings node_settings; IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); node_settings.ID = node->ID; - node_settings.ParentID = node->ParentNode ? node->ParentNode->ID : 0; - node_settings.SelectedTabID = node->SelectedTabID; + node_settings.ParentNodeID = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowID = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedWindowID = node->SelectedTabID; node_settings.SplitAxis = node->IsSplitNode() ? (char)node->SplitAxis : (char)ImGuiAxis_None; node_settings.Depth = (char)depth; - node_settings.IsDockSpace = (char)node->IsDockSpace(); - node_settings.IsCentralNode = (char)node->IsCentralNode(); - node_settings.IsHiddenTabBar = (char)node->IsHiddenTabBar(); - node_settings.Pos = ImVec2ih((short)node->Pos.x, (short)node->Pos.y); - node_settings.Size = ImVec2ih((short)node->Size.x, (short)node->Size.y); - node_settings.SizeRef = ImVec2ih((short)node->SizeRef.x, (short)node->SizeRef.y); + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); dc->SettingsNodes.push_back(node_settings); if (node->ChildNodes[0]) DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); @@ -13992,30 +14479,44 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings { const int line_start_pos = buf->size(); (void)line_start_pos; const ImGuiDockNodeSettings* node_settings = &dc->SettingsNodes[node_n]; - buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", node_settings->IsDockSpace ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file buf->appendf(" ID=0x%08X", node_settings->ID); - if (node_settings->ParentID) - buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentID, node_settings->SizeRef.x, node_settings->SizeRef.y); + if (node_settings->ParentNodeID) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeID, node_settings->SizeRef.x, node_settings->SizeRef.y); + } else + { + if (node_settings->ParentWindowID) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowID); buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } if (node_settings->SplitAxis != ImGuiAxis_None) buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); - if (node_settings->IsCentralNode) + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) buf->appendf(" CentralNode=1"); - if (node_settings->IsHiddenTabBar) + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) buf->appendf(" HiddenTabBar=1"); - if (node_settings->SelectedTabID) - buf->appendf(" SelectedTab=0x%08X", node_settings->SelectedTabID); - -#if IMGUI_DEBUG_DOCKING_INI + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedWindowID) + buf->appendf(" Selected=0x%08X", node_settings->SelectedWindowID); + +#if IMGUI_DEBUG_INI_SETTINGS // [DEBUG] Include comments in the .ini file to ease debugging if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) { - buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything - if (node->IsDockSpace && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); int contains_window = 0; - for (int window_n = 0; window_n < ctx->SettingsWindows.Size; window_n++) + for (int window_n = 0; window_n < ctx->SettingsWindows.Size; window_n++) // Iterate settings so we can give info about windows that didn't exist during the session. if (ctx->SettingsWindows[window_n].DockId == node_settings->ID) { if (contains_window++ == 0) @@ -14043,15 +14544,21 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings #else #include #endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#elif defined(__APPLE__) +#include #endif -// Win32 API clipboard implementation #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) #ifdef _MSC_VER #pragma comment(lib, "user32") #endif +// Win32 clipboard implementation static const char* GetClipboardTextFn_DefaultImpl(void*) { static ImVector buf_local; @@ -14095,16 +14602,67 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + static ImVector clipboard_text; + int length = (int)CFDataGetLength(cf_data); + clipboard_text.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)clipboard_text.Data); + clipboard_text[length] = 0; + CFRelease(cf_data); + return clipboard_text.Data; + } + } + } + return NULL; +} + #else -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. static const char* GetClipboardTextFn_DefaultImpl(void*) { ImGuiContext& g = *GImGui; return g.PrivateClipboard.empty() ? NULL : g.PrivateClipboard.begin(); } -// Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers static void SetClipboardTextFn_DefaultImpl(void*, const char* text) { ImGuiContext& g = *GImGui; @@ -14181,20 +14739,41 @@ void ImGui::ShowViewportThumbnails() ImGui::Dummy(bb_full.GetSize() * SCALE); } +#ifndef IMGUI_DISABLE_METRICS_WINDOW + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + void ImGui::ShowMetricsWindow(bool* p_open) { - if (!ImGui::Begin("ImGui Metrics", p_open)) + if (!ImGui::Begin("Dear ImGui Metrics", p_open)) { ImGui::End(); return; } - enum { RT_OuterRect, RT_OuterRectClipped, RT_InnerMainRect, RT_InnerClipRect, RT_ContentsRegionRect, RT_ContentsFullRect }; - static bool show_windows_begin_order = false; + // State + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; static bool show_windows_rects = false; - static int show_windows_rect_type = RT_ContentsRegionRect; + static int show_windows_rect_type = WRT_WorkRect; + static bool show_windows_begin_order = false; static bool show_drawcmd_clip_rects = true; + static bool show_docking_nodes = false; + // Basic info + ImGuiContext& g = *GImGui; ImGuiIO& io = ImGui::GetIO(); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); @@ -14203,8 +14782,29 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Text("%d active allocations", io.MetricsActiveAllocations); ImGui::Separator(); + // Helper functions to display common structures: + // - NodeDrawList + // - NodeColumns + // - NodeWindow + // - NodeWindows + // - NodeViewport + // - NodeDockNode + // - NodeTabBar struct Funcs { + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label) { bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); @@ -14222,6 +14822,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!node_open) return; + if (window && !window->WasActive) + ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)"); + int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) { @@ -14233,25 +14836,28 @@ void ImGui::ShowMetricsWindow(bool* p_open) continue; } ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; ImRect vtxs_rect; for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++) vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos); - clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255)); - vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255)); + clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255)); + vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255)); } if (!pcmd_node_open) continue; // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset); ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) { - char buf[300]; char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); ImVec2 triangles_pos[3]; for (int n = 0; n < 3; n++, idx_i++) @@ -14260,7 +14866,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawVert& v = draw_list->VtxBuffer[vtx_i]; triangles_pos[n] = v.pos; buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + (n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } ImGui::Selectable(buf, false); if (fg_draw_list && ImGui::IsItemHovered()) @@ -14280,33 +14886,33 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) return; - ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); + ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); - ImGui::TreePop(); - } - - static void NodeWindows(ImVector& windows, const char* label) - { - if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) - return; - for (int i = 0; i < windows.Size; i++) - Funcs::NodeWindow(windows[i], "Window"); + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); ImGui::TreePop(); } static void NodeWindow(ImGuiWindow* window, const char* label) { - if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) + if (window == NULL) + { + ImGui::BulletText("%s: NULL", label); + return; + } + bool open = ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window); + if (ImGui::IsItemHovered() && window->WasActive) + ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) return; ImGuiWindowFlags flags = window->Flags; NodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); - ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); + ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); - ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window)); + ImGui::BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); + ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); @@ -14317,7 +14923,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::BulletText("NavRectRel[0]: "); ImGui::BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); ImGui::BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); - ImGui::BulletText("DockId: 0x%04X, DockOrder: %d, %s: 0x%p, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode", window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockIsActive, window->DockTabIsVisible); + ImGui::BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + NodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); if (window->RootWindowDockStop != window->RootWindow) NodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow"); @@ -14328,32 +14936,123 @@ void ImGui::ShowMetricsWindow(bool* p_open) NodeColumns(&window->ColumnsStorage[n]); ImGui::TreePop(); } - ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); + NodeStorage(&window->StateStorage, "Storage"); + ImGui::TreePop(); + } + + static void NodeWindows(ImVector& windows, const char* label) + { + if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) + return; + for (int i = 0; i < windows.Size; i++) + Funcs::NodeWindow(windows[i], "Window"); ImGui::TreePop(); } static void NodeViewport(ImGuiViewportP* viewport) { - ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); if (ImGui::TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) { ImGuiWindowFlags flags = viewport->Flags; ImGui::BulletText("Pos: (%.0f,%.0f), Size: (%.0f,%.0f), Monitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->PlatformMonitor, viewport->DpiScale * 100.0f); if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } } - ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s", viewport->Flags, + ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags, (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", - (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : ""); + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : ""); for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); ImGui::TreePop(); } } + + static void NodeDockNode(ImGuiDockNode* node, const char* label) + { + ImGuiContext& g = *GImGui; + bool open; + if (node->Windows.Size > 0) + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + ImGui::BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + NodeWindow(node->HostWindow, "HostWindow"); + NodeWindow(node->VisibleWindow, "VisibleWindow"); + ImGui::BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabID, node->LastFocusedNodeID); + ImGui::BulletText("Misc:%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", (g.FrameCount - node->LastFrameAlive < 2) ? " IsAlive" : "", (g.FrameCount - node->LastFrameActive < 2) ? " IsActive" : ""); + if (ImGui::TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) + { + ImGui::CheckboxFlags("LocalFlags: NoDocking", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoDocking); + ImGui::CheckboxFlags("LocalFlags: NoSplit", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoSplit); + ImGui::CheckboxFlags("LocalFlags: NoResize", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResize); + ImGui::CheckboxFlags("LocalFlags: NoTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); + ImGui::CheckboxFlags("LocalFlags: HiddenTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); + ImGui::CheckboxFlags("LocalFlags: NoWindowMenuButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoWindowMenuButton); + ImGui::CheckboxFlags("LocalFlags: NoCloseButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoCloseButton); + ImGui::TreePop(); + } + if (node->ParentNode) + NodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + NodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + NodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + NodeTabBar(node->TabBar); + ImGui::TreePop(); + } + } + + static void NodeTabBar(ImGuiTabBar* tab_bar) + { + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", + tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + p += ImFormatString(p, buf_end - p, " { "); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name); + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + } + if (ImGui::TreeNode(tab_bar, "%s", buf)) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + ImGui::PushID(tab); + if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, tab->Window ? tab->Window->Name : "N/A"); + ImGui::PopID(); + } + ImGui::TreePop(); + } + } + + static void NodeStorage(ImGuiStorage* storage, const char* label) + { + if (!ImGui::TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + ImGui::BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + ImGui::TreePop(); + } }; - // Access private state, we are going to display the draw lists from last frame - ImGuiContext& g = *GImGui; Funcs::NodeWindows(g.Windows, "Windows"); if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size)) { @@ -14366,8 +15065,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; - ImGui::BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", - i, mon.DpiScale * 100.0f, + ImGui::BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + i, mon.DpiScale * 100.0f, mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); } @@ -14388,11 +15087,69 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::TreePop(); } - if (ImGui::TreeNode("Docking & Tab Bars")) + if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + { + for (int n = 0; n < g.TabBars.GetSize(); n++) + Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Docking")) + { + ImGuiDockContext* dc = g.DockContext; + ImGui::Checkbox("Ctrl shows window dock info", &show_docking_nodes); + + if (ImGui::TreeNode("Dock nodes")) + { + if (ImGui::SmallButton("Clear settings")) { DockContextClearNodes(&g, 0, true); } + ImGui::SameLine(); + if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + Funcs::NodeDockNode(node, "Node"); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Settings")) + { + if (ImGui::SmallButton("Refresh")) + SaveIniSettingsToMemory(); + ImGui::SameLine(); + if (ImGui::SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + ImGui::Separator(); + ImGui::Text("Docked Windows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + ImGui::BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); + ImGui::Separator(); + ImGui::Text("Dock Nodes:"); + for (int n = 0; n < dc->SettingsNodes.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->SettingsNodes[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedWindowID) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedWindowID)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedWindowID)) + selected_tab_name = window_settings->GetName(); + } + ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeID, settings->SelectedWindowID, selected_tab_name ? selected_tab_name : settings->SelectedWindowID ? "N/A" : ""); + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + +#if 0 + if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) { - ShowDockingDebug(); ImGui::TreePop(); } +#endif if (ImGui::TreeNode("Internal state")) { @@ -14418,15 +15175,33 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::TreeNode("Tools")) { + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (ImGui::Button("Item Picker..")) + ImGui::DebugStartItemPicker(); + ImGui::SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + ImGui::Checkbox("Show windows begin order", &show_windows_begin_order); ImGui::Checkbox("Show windows rectangles", &show_windows_rects); ImGui::SameLine(); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12); - show_windows_rects |= ImGui::Combo("##rects_type", &show_windows_rect_type, "OuterRect\0" "OuterRectClipped\0" "InnerMainRect\0" "InnerClipRect\0" "ContentsRegionRect\0"); + show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count); + if (show_windows_rects && g.NavWindow) + { + ImGui::BulletText("'%s':", g.NavWindow->Name); + ImGui::Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + ImGui::Unindent(); + } ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects); ImGui::TreePop(); } + // Tool: Display windows Rectangles and Begin Order if (show_windows_rects || show_windows_begin_order) { for (int n = 0; n < g.Windows.Size; n++) @@ -14437,12 +15212,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawList* draw_list = GetForegroundDrawList(window); if (show_windows_rects) { - ImRect r; - if (show_windows_rect_type == RT_OuterRect) { r = window->Rect(); } - else if (show_windows_rect_type == RT_OuterRectClipped) { r = window->OuterRectClipped; } - else if (show_windows_rect_type == RT_InnerMainRect) { r = window->InnerMainRect; } - else if (show_windows_rect_type == RT_InnerClipRect) { r = window->InnerClipRect; } - else if (show_windows_rect_type == RT_ContentsRegionRect) { r = window->ContentsRegionRect; } + ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); } if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow)) @@ -14455,140 +15225,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } } - ImGui::End(); -} - -void ImGui::ShowDockingDebug() -{ - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = ctx->DockContext; - struct Funcs + if (show_docking_nodes && g.IO.KeyCtrl) { - static void NodeDockNode(ImGuiDockNode* node, const char* label) - { - ImGuiContext& g = *GImGui; - ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); - bool open; - if (node->Windows.Size > 0) - open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - else - open = ImGui::TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - if (open) - { - IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); - IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); - ImGui::BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", - node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); - ImGui::BulletText("VisibleWindow: 0x%08X %s", node->VisibleWindow ? node->VisibleWindow->ID : 0, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - ImGui::BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabID, node->LastFocusedNodeID); - ImGui::BulletText("Misc:%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", (g.FrameCount - node->LastFrameAlive < 2) ? " IsAlive" : "", (g.FrameCount - node->LastFrameActive < 2) ? " IsActive" : ""); - if (ImGui::TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) - { - ImGui::CheckboxFlags("LocalFlags: NoSplit", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoSplit); - ImGui::CheckboxFlags("LocalFlags: NoResize", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoResize); - ImGui::CheckboxFlags("LocalFlags: NoTabBar", (unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); - ImGui::CheckboxFlags("LocalFlags: HiddenTabBar",(unsigned int*)&node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); - ImGui::TreePop(); - } - if (node->ChildNodes[0]) - NodeDockNode(node->ChildNodes[0], "Child[0]"); - if (node->ChildNodes[1]) - NodeDockNode(node->ChildNodes[1], "Child[1]"); - if (node->TabBar) - NodeTabBar(node->TabBar); - ImGui::TreePop(); - } - } - - static void NodeTabBar(ImGuiTabBar* tab_bar) - { - // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. - char buf[256]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", - tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); - if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) - { - p += ImFormatString(p, buf_end - p, " { "); - for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) - p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name); - p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); - } - if (ImGui::TreeNode(tab_bar, "%s", buf)) - { - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - { - const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - ImGui::PushID(tab); - if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); - if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); - ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, tab->Window ? tab->Window->Name : "N/A"); - ImGui::PopID(); - } - ImGui::TreePop(); - } - } - }; - - static bool show_window_dock_info = false; - ImGui::Checkbox("Ctrl shows window dock info", &show_window_dock_info); - - if (ImGui::TreeNode("Dock nodes")) - { - if (ImGui::SmallButton("Clear settings")) { DockContextClearNodes(&g, 0, true); } - ImGui::SameLine(); - if (ImGui::SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) - if (node->IsRootNode()) - Funcs::NodeDockNode(node, "Node"); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size)) - { - for (int n = 0; n < g.TabBars.Data.Size; n++) - Funcs::NodeTabBar(g.TabBars.GetByIndex(n)); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Settings")) - { - if (ImGui::SmallButton("Refresh")) - SaveIniSettingsToMemory(); - ImGui::SameLine(); - if (ImGui::SmallButton("Save to disk")) - SaveIniSettingsToDisk(g.IO.IniFilename); - ImGui::Separator(); - ImGui::Text("Docked Windows:"); - for (int n = 0; n < g.SettingsWindows.Size; n++) - if (g.SettingsWindows[n].DockId != 0) - ImGui::BulletText("Window '%s' -> DockId %08X", g.SettingsWindows[n].Name, g.SettingsWindows[n].DockId); - ImGui::Separator(); - ImGui::Text("Dock Nodes:"); - for (int n = 0; n < dc->SettingsNodes.Size; n++) - { - ImGuiDockNodeSettings* settings = &dc->SettingsNodes[n]; - const char* selected_tab_name = NULL; - if (settings->SelectedTabID) - { - if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabID)) - selected_tab_name = window->Name; - else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabID)) - selected_tab_name = window_settings->Name; - } - ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentID, settings->SelectedTabID, selected_tab_name ? selected_tab_name : settings->SelectedTabID ? "N/A" : ""); - } - ImGui::TreePop(); - } - - if (g.IO.KeyCtrl && show_window_dock_info) - { - for (int n = 0; n < dc->Nodes.Data.Size; n++) - if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + for (int n = 0; n < g.DockContext->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)g.DockContext->Nodes.Data[n].val_p) { ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(root_node, g.IO.MousePos)) @@ -14598,17 +15239,26 @@ void ImGui::ShowDockingDebug() char* p = buf; ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); int depth = DockNodeGetDepth(node); - overlay_draw_list->AddRect(node->Pos + ImVec2(3,3) * (float)depth, node->Pos + node->Size - ImVec2(3,3) * (float)depth, IM_COL32(200, 100, 100, 255)); - ImVec2 pos = node->Pos + ImVec2(3,3) * (float)depth; + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); } } + + ImGui::End(); } +#else + +void ImGui::ShowMetricsWindow(bool*) { } + +#endif + //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui.h b/src/lib/geogram_gfx/third_party/ImGui/imgui.h index c9726cb6..ab61d570 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (headers) // See imgui.cpp file for documentation. @@ -17,10 +17,10 @@ Index of this file: // ImVector<> // ImGuiStyle // ImGuiIO -// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiWindowClass) +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) // Obsolete functions // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // Platform interface for multi-viewport support (ImGuiPlatformMonitor, ImGuiPlatformIO, ImGuiViewport) @@ -28,7 +28,7 @@ Index of this file: #pragma once -// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif @@ -40,21 +40,23 @@ Index of this file: // Header mess //----------------------------------------------------------------------------- -#include // FLT_MAX -#include // va_list +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // 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 "1.70 WIP" -#define IMGUI_VERSION_NUM 16991 +#define IMGUI_VERSION "1.74 WIP" +#define IMGUI_VERSION_NUM 17301 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch #define IMGUI_HAS_DOCK 1 // Docking WIP branch // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. #ifndef IMGUI_API #define IMGUI_API #endif @@ -68,15 +70,19 @@ Index of this file: #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif #if defined(__clang__) || defined(__GNUC__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#if (__cplusplus >= 201100) +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#else +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. +#endif // Warnings #if defined(__clang__) @@ -85,22 +91,25 @@ Index of this file: #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif -#pragma clang diagnostic ignored "-Wc++98-compat-pedantic" // [Bruno Levy] #pragma clang diagnostic ignored "-Wc++11-long-long" // [Bruno Levy] -#elif defined(__GNUC__) && __GNUC__ >= 8 +#pragma clang diagnostic ignored "-Wc++98-compat-pedantic" // [Bruno Levy] +#elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored "-Wclass-memaccess" +#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 +#pragma GCC diagnostic ignored "-Wc++98-compat-pedantic" // [Bruno Levy] #endif //----------------------------------------------------------------------------- // Forward declarations and basic types //----------------------------------------------------------------------------- -struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit() +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader @@ -125,44 +134,43 @@ struct ImGuiViewport; // Viewport (generally ~1 per window to outp struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) -// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +// Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists. #ifndef ImTextureID typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) #endif typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings. typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*() +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc. +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*() -typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() -typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() -typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. -typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*() +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() -typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Scalar data types -typedef signed char ImS8; // 8-bit signed integer == char +typedef signed char ImS8; // 8-bit signed integer typedef unsigned char ImU8; // 8-bit unsigned integer typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer @@ -206,14 +214,14 @@ struct ImVec4 //----------------------------------------------------------------------------- // ImGui: Dear ImGui end-user API -// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!) +// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { // Context creation and access // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // All those functions are not reliant on the current context. + // None of those functions is reliant on the current context. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); @@ -229,9 +237,9 @@ namespace ImGui IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. // Demo, Debug, Information - IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! - IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information. - IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. 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. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. @@ -250,8 +258,9 @@ namespace ImGui // which clicking will set the boolean to false when clicked. // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! - // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. - // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); @@ -260,13 +269,13 @@ namespace ImGui // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); // Windows Utilities - // - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into. + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. @@ -283,20 +292,20 @@ namespace ImGui IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. - IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() - IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). - IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state - IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. // Content region // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) @@ -313,7 +322,9 @@ namespace ImGui IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. // Parameters stacks (shared) @@ -334,10 +345,10 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets @@ -348,6 +359,7 @@ namespace ImGui // Cursor / Layout // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. @@ -389,8 +401,8 @@ namespace ImGui IMGUI_API ImGuiID GetID(const void* ptr_id); // Widgets: Text - IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. - IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); @@ -405,6 +417,7 @@ namespace ImGui // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) @@ -419,7 +432,7 @@ namespace ImGui IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses // Widgets: Combo Box - // - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! @@ -432,6 +445,8 @@ namespace ImGui // - 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. // - 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 lock edits. IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); @@ -442,8 +457,8 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); // Widgets: Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. @@ -457,11 +472,11 @@ namespace ImGui IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); - IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); // Widgets: Input with Keyboard // - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h @@ -478,8 +493,8 @@ namespace ImGui IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); - IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) // - Note that in C++ 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. @@ -506,15 +521,14 @@ namespace ImGui IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() - IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode - IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. - // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. @@ -540,16 +554,19 @@ namespace ImGui IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); // Widgets: Menus - IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. - IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips + // - Tooltip are windows following the mouse which do not take focus away. IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). IMGUI_API void EndTooltip(); IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). @@ -561,7 +578,7 @@ namespace ImGui // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. // User can manipulate the visibility state by calling OpenPopup(). - // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. + // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! @@ -577,6 +594,7 @@ namespace ImGui // Columns // - You can also use SameLine(pos_x) to mimic simplified columns. // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + // - By end of the 2019 we will expose a new 'Table' api which will replace columns. IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index @@ -587,7 +605,6 @@ namespace ImGui IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs - // [BETA API] API may evolve! // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved. IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! @@ -595,18 +612,20 @@ namespace ImGui IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. - // Docking + // Docking // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. - // Note: you DO NOT need to call DockSpace() to use most Docking facilities! - // To dock windows: if io.ConfigDockingWithShift == false: drag window from their title bar. - // To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. - // Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - To dock windows: if io.ConfigDockingWithShift == false (default) drag window from their title bar. + // - To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. + // About DockSpace: + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK) IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info) IMGUI_API ImGuiID GetWindowDockID(); - IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? // Logging/Capture // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. @@ -648,6 +667,7 @@ namespace ImGui IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). IMGUI_API bool IsAnyItemHovered(); // is any item hovered? IMGUI_API bool IsAnyItemActive(); // is any item active? IMGUI_API bool IsAnyItemFocused(); // is any item focused? @@ -747,7 +767,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. - ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as "window menu button" within a docking node. ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file @@ -806,7 +826,8 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -824,14 +845,15 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). - //ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53] #endif }; @@ -842,7 +864,8 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() @@ -865,9 +888,9 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_None = 0, ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear - ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit @@ -885,20 +908,6 @@ enum ImGuiTabItemFlags_ ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() }; -// Flags for ImGui::DockSpace(), shared/inherited by child nodes. -// (Some flags can be applied to individual nodes directly) -enum ImGuiDockNodeFlags_ -{ - ImGuiDockNodeFlags_None = 0, - ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. - //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) - 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 child nodes using the splitter/separators. Useful with programatically setup dockspaces. - ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. -}; - // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { @@ -921,12 +930,27 @@ enum ImGuiHoveredFlags_ 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 overlapped by another window + 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_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) + 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_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. +}; + // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { @@ -936,7 +960,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. - ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) // AcceptDragDropPayload() flags ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. @@ -952,7 +976,7 @@ enum ImGuiDragDropFlags_ // A primary data type enum ImGuiDataType_ { - ImGuiDataType_S8, // char + ImGuiDataType_S8, // signed char / char (with sensible compilers) ImGuiDataType_U8, // unsigned char ImGuiDataType_S16, // short ImGuiDataType_U16, // unsigned short @@ -994,12 +1018,13 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo + ImGuiKey_KeyPadEnter, + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo ImGuiKey_COUNT }; @@ -1030,7 +1055,6 @@ enum ImGuiNavInput_ // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt - ImGuiNavInput_KeyTab_, // tab // = Tab key ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyUp_, // move up @@ -1051,7 +1075,7 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. // [BETA] Docking - ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. Use SHIFT to dock window into another (or without SHIFT if io.ConfigDockingWithShift = false). + ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. // [BETA] Viewports // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. @@ -1059,7 +1083,7 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. - // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; @@ -1068,9 +1092,10 @@ enum ImGuiConfigFlags_ enum ImGuiBackendFlags_ { ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices. // [BETA] Viewports ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Back-end Platform supports multiple viewports. @@ -1105,7 +1130,7 @@ enum ImGuiCol_ ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, - ImGuiCol_Header, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Separator, @@ -1137,7 +1162,6 @@ enum ImGuiCol_ #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53] - , ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51] //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. #endif @@ -1176,7 +1200,8 @@ enum ImGuiStyleVar_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] + , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53] #endif }; @@ -1221,7 +1246,7 @@ enum ImGuiColorEditFlags_ // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] #endif }; @@ -1232,21 +1257,21 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_None = -1, ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. - ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions) + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) ImGuiMouseCursor_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] #endif }; -// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions +// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ @@ -1255,11 +1280,6 @@ enum ImGuiCond_ ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) - - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing -#endif }; //----------------------------------------------------------------------------- @@ -1281,10 +1301,12 @@ template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p //----------------------------------------------------------------------------- // Helper: ImVector<> // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). -// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. -// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. -// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, -// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- template @@ -1337,7 +1359,11 @@ struct ImVector inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } - inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; //----------------------------------------------------------------------------- @@ -1349,12 +1375,13 @@ struct ImVector struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in ImGui. + float Alpha; // Global alpha applies to everything in Dear ImGui. ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) @@ -1366,13 +1393,14 @@ struct ImGuiStyle ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned). ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. @@ -1414,7 +1442,7 @@ struct ImGuiIO float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. - ImFontAtlas*Fonts; // // Load, rasterize and pack one or more fonts into a single texture. + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. @@ -1423,11 +1451,11 @@ struct ImGuiIO // Docking options (when ImGuiConfigFlags_DockingEnable is set) bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) - bool ConfigDockingTabBarOnSingleWindows; // = false // [BETA] Make every single floating window display within a docking node. + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. - + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) - bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. bool ConfigViewportsNoDecoration; // = true // [BETA] Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform back-end to setup a parent/child relationship between the OS windows (some back-end may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. @@ -1438,6 +1466,7 @@ struct ImGuiIO bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions @@ -1483,7 +1512,7 @@ struct ImGuiIO float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Functions - IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually @@ -1516,7 +1545,7 @@ 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 an 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. We don't request mouse capture from the application if click started outside ImGui bounds. 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 @@ -1580,6 +1609,20 @@ struct ImGuiSizeCallbackData ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; +// [BETA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Provide hints to the platform back-end via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) and OS level parent/child relationships. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. + + ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideSet = ViewportFlagsOverrideClear = 0x00; DockingAlwaysTabBar = false; DockingAllowUnclassed = true; } +}; + // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() struct ImGuiPayload { @@ -1602,19 +1645,6 @@ struct ImGuiPayload bool IsDelivery() const { return Delivery; } }; -// [BETA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. -// Provide hints to the platform back-end via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) and OS level parent/child relationships. -struct ImGuiWindowClass -{ - ImGuiID ClassId; // User data. 0 = Default class (unclassed) - ImGuiID ParentViewportId; // Hint for the platform back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends are free to e.g. parent every viewport to the main viewport or not. - ImGuiViewportFlags ViewportFlagsOverrideMask; // Viewport flags to override when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. - ImGuiViewportFlags ViewportFlagsOverrideValue; // Viewport flags values to override when a window of this class owns a viewport. - bool DockingAllowUnclassed; // true = can be docked/merged with an unclassed window - - ImGuiWindowClass() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideMask = ViewportFlagsOverrideValue = 0x00; DockingAllowUnclassed = true; } -}; - //----------------------------------------------------------------------------- // Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. @@ -1623,6 +1653,10 @@ struct ImGuiWindowClass #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.72 (from July 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.70 (from May 2019) static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.69 (from Mar 2019) @@ -1646,18 +1680,8 @@ namespace ImGui static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } - // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) - IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. - static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } - static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } - void SetNextWindowPosCenter(ImGuiCond cond); - // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) - static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } - static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. - static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } - static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } } -typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; #endif @@ -1674,11 +1698,6 @@ struct ImGuiOnceUponAFrame operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; -// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove! -#endif - // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextFilter { @@ -1690,21 +1709,19 @@ struct ImGuiTextFilter bool IsActive() const { return !Filters.empty(); } // [Internal] - struct TextRange + struct ImGuiTextRange { - const char* b; - const char* e; - - TextRange() { b = e = NULL; } - TextRange(const char* _b, const char* _e) { b = _b; e = _e; } - const char* begin() const { return b; } - const char* end () const { return e; } - bool empty() const { return b == e; } - IMGUI_API void split(char separator, ImVector* out) const; + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; }; - char InputBuf[256]; - ImVector Filters; - int CountGrep; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text @@ -1712,14 +1729,14 @@ struct ImGuiTextFilter struct ImGuiTextBuffer { ImVector Buf; - static char EmptyString[1]; + IMGUI_API static char EmptyString[1]; ImGuiTextBuffer() { } - inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator int size() const { return Buf.Size ? Buf.Size - 1 : 0; } - bool empty() { return Buf.Size <= 1; } + bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } @@ -1738,15 +1755,17 @@ struct ImGuiTextBuffer // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. struct ImGuiStorage { - struct Pair + // [Internal] + struct ImGuiStoragePair { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; - ImVector Data; + + ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. @@ -1848,37 +1867,46 @@ struct ImColor }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- // Draw callbacks for advanced uses. // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, -// you can poke into the draw list for that! Draw callback may be useful for example to: +// you can poke into the draw list for that! Draw callback may be useful for example to: // A) Change your GPU render state, // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. +#ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif -// Special Draw Callback value to request renderer back-end to reset the graphics/render state. +// Special Draw callback value to request renderer back-end to reset the graphics/render state. // The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. // This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. // It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) +// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' +// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices. struct ImDrawCmd { unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices. + unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; } + ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } }; -// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h) +// Vertex index +// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end) +// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h) #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif @@ -1894,21 +1922,38 @@ struct ImDrawVert #else // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described within the macro (you can either declare the struct or use a typedef) +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif -// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together. -// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered. +// For use by ImDrawListSplitter. struct ImDrawChannel { - ImVector CmdBuffer; - ImVector IdxBuffer; + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; enum ImDrawCornerFlags_ { + ImDrawCornerFlags_None = 0, ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 @@ -1924,12 +1969,15 @@ enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) + ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list -// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. @@ -1944,15 +1992,14 @@ struct ImDrawList // [Internal, used while building lists] const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging - unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size + unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'. + unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImVector _ClipRectStack; // [Internal] ImVector _TextureIdStack; // [Internal] ImVector _Path; // [Internal] current path building - int _ChannelsCurrent; // [Internal] current channel number (0) - int _ChannelsCount; // [Internal] number of active channels (1+) - ImVector _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) + ImDrawListSplitter _Splitter; // [Internal] for channels api // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } @@ -1966,48 +2013,54 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives - IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) - IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); - IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); - - // Channels - // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) - IMGUI_API void ChannelsSplit(int channels_count); - IMGUI_API void ChannelsMerge(); - IMGUI_API void ChannelsSetCurrent(int channel_index); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end) + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + // Internal helpers // NB: all primitives needs to be reserved via PrimReserve() beforehand! IMGUI_API void Clear(); @@ -2023,7 +2076,7 @@ struct ImDrawList IMGUI_API void UpdateTextureID(); }; -// All draw data to render an ImGui frame +// All draw data to render a Dear ImGui frame // (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData @@ -2043,7 +2096,7 @@ struct ImDrawData ~ImDrawData() { Clear(); } void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext! IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! - IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- @@ -2068,6 +2121,7 @@ struct ImFontConfig bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -2088,17 +2142,31 @@ struct ImFontGlyph // This is essentially a tightly packed of vector of 64k booleans = 8KB storage. struct ImFontGlyphRangesBuilder { - ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); } - bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array - void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array - void AddChar(ImWchar c) { SetBit(c); } // Add character + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset + ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font + ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, @@ -2146,7 +2214,7 @@ struct ImFontAtlas IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2163,33 +2231,24 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters - IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters //------------------------------------------- - // Custom Rectangles/Glyphs API + // [BETA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. - struct CustomRect - { - unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data. - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset - ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font - CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } - }; - - IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. - const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Read misc/fonts/README.txt for more details about using colorful icons. + IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. + const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } // [Internal] - IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- // Members @@ -2210,12 +2269,13 @@ struct ImFontAtlas ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector ConfigData; // Internal data int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+ + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ #endif }; @@ -2238,7 +2298,8 @@ struct ImFont ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar() + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) @@ -2267,10 +2328,6 @@ struct ImFont IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetFallbackChar(ImWchar c); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontGlyph Glyph; // OBSOLETE 1.52+ -#endif }; //----------------------------------------------------------------------------- @@ -2281,7 +2338,7 @@ struct ImFont // - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now. //----------------------------------------------------------------------------- -// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. // We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. struct ImGuiPlatformMonitor { @@ -2291,12 +2348,12 @@ struct ImGuiPlatformMonitor ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0,0); DpiScale = 1.0f; } }; -// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. +// (Optional) Setup required only if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) is enabled. // Access via ImGui::GetPlatformIO(). This is designed so we can mix and match two imgui_impl_xxxx files, -// one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide +// one for the Platform (~window handling), one for Renderer. Custom engine back-ends will often provide // both Platform and Renderer interfaces and so may not need to use all functions. -// Platform functions are typically called before their Renderer counterpart, -// apart from Destroy which are called the other way. +// Platform functions are typically called before their Renderer counterpart, +// apart from Destroy which are called the other way. // RenderPlatformWindowsDefault() is that helper that iterate secondary viewports and call, in this order: // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() // You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need @@ -2345,7 +2402,7 @@ struct ImGuiPlatformIO // List of viewports (the list is updated by calling ImGui::EndFrame or ImGui::Render) ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] - ImVector Viewports; // Main viewports, followed by all secondary viewports. + ImVector Viewports; // Main viewports, followed by all secondary viewports. ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; @@ -2359,8 +2416,10 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_NoFocusOnClick = 1 << 3, // Platform Window: Don't take focus when clicked on. ImGuiViewportFlags_NoInputs = 1 << 4, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. ImGuiViewportFlags_NoRendererClear = 1 << 5, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). - ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only) - ImGuiViewportFlags_Minimized = 1 << 7 // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_Minimized = 1 << 7, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_NoAutoMerge = 1 << 8, // Platform Window: Avoid merging this widow into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 9 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). }; // The viewports created and managed by imgui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport. @@ -2376,18 +2435,19 @@ struct ImGuiViewport void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.) void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context) - void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*) + void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) + void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) - ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } }; #if defined(__clang__) #pragma clang diagnostic pop -#elif defined(__GNUC__) && __GNUC__ >= 8 +#elif defined(__GNUC__) #pragma GCC diagnostic pop #endif diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_demo.cpp b/src/lib/geogram_gfx/third_party/ImGui/imgui_demo.cpp index c15bce95..7a017d75 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_demo.cpp +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: @@ -17,9 +17,18 @@ // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is // essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data // in the same place, to make the demo source code faster to read, faster to write, and smaller in size. -// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant -// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is -// likely going to be stored outside your functions. +// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be +// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data +// you would be editing is likely going to be stored outside your functions. + +// The Demo code is this file is designed to be easy to copy-and-paste in into your application! +// Because of this: +// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h). +// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS, +// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp. /* @@ -64,7 +73,7 @@ Index of this file: #ifdef _MSC_VER #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' @@ -81,25 +90,27 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure) #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#if (__GNUC__ >= 6) -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. -#endif +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif // Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. #ifdef _WIN32 #define IM_NEWLINE "\r\n" -#define snprintf _snprintf -#define vsnprintf _vsnprintf #else #define IM_NEWLINE "\n" #endif -#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers @@ -157,8 +168,11 @@ void ImGui::ShowUserGuide() { ImGuiIO& io = ImGui::GetIO(); ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents)."); - ImGui::BulletText("Click and drag on any empty space to move window."); + ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents)."); + if (io.ConfigWindowsMoveFromTitleBarOnly) + ImGui::BulletText("Click and drag on title bar to move window."); + else + ImGui::BulletText("Click and drag on any empty space to move window."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); if (io.FontAllowUserScaling) @@ -179,6 +193,12 @@ void ImGui::ShowUserGuide() //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - ShowDemoWindowColumns() +// - ShowDemoWindowMisc() +//----------------------------------------------------------------------------- // We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly) static void ShowDemoWindowWidgets(); @@ -222,7 +242,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - // Dear ImGui Apps (accessible from the "Help" menu) + // Dear ImGui Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; static bool show_app_style_editor = false; static bool show_app_about = false; @@ -263,7 +283,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. - if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); @@ -299,7 +319,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } - if (ImGui::BeginMenu("Help")) + if (ImGui::BeginMenu("Tools")) { ImGui::MenuItem("Metrics", NULL, &show_app_metrics); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); @@ -317,7 +337,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Text("PROGRAMMER GUIDE:"); ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); ImGui::BulletText("Please see the comments in imgui.cpp."); - ImGui::BulletText("Please see the examples/ in application."); + ImGui::BulletText("Please see the examples/ application."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); ImGui::Separator(); @@ -360,7 +380,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allows to drop in wider space, reduce visual noise)"); - ImGui::Checkbox("io.ConfigDockingTabBarOnSingleWindows", &io.ConfigDockingTabBarOnSingleWindows); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); @@ -403,6 +423,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_PlatformHasViewports); ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasViewports); ImGui::TreePop(); ImGui::Separator(); @@ -585,8 +606,19 @@ static void ShowDemoWindowWidgets() static float f1=0.123f, f2=0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); + static float angle = 0.0f; ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + static int current_element = Element_Fire; + const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown"; + ImGui::SliderInt("slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } { @@ -623,20 +655,32 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. + // We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) { ImGui::Text("blah blah"); ImGui::SameLine(); - if (ImGui::SmallButton("button")) { }; + if (ImGui::SmallButton("button")) {}; ImGui::TreePop(); } + } ImGui::TreePop(); } if (ImGui::TreeNode("Advanced, with Selectable nodes")) { HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; static bool align_label_with_current_x_position = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position); ImGui::Text("Hello!"); if (align_label_with_current_x_position) @@ -644,12 +688,12 @@ static void ShowDemoWindowWidgets() static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit. int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc. - ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents. for (int i = 0; i < 6; i++) { // Disable the default open on single-click behavior and pass in Selected flag according to our selection state. - ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; - if (selection_mask & (1 << i)) + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) { @@ -659,7 +703,7 @@ static void ShowDemoWindowWidgets() node_clicked = i; if (node_open) { - ImGui::Text("Blah blah\nBlah Blah"); + ImGui::BulletText("Blah blah\nBlah Blah"); ImGui::TreePop(); } } @@ -667,7 +711,7 @@ static void ShowDemoWindowWidgets() { // Items 3..5 are Tree Leaves // The only reason we use TreeNode at all is to allow selection of the leaf. - // Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text(). + // Otherwise we can use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); if (ImGui::IsItemClicked()) @@ -682,7 +726,6 @@ static void ShowDemoWindowWidgets() else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection selection_mask = (1 << node_clicked); // Click to single-select } - ImGui::PopStyleVar(); if (align_label_with_current_x_position) ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); ImGui::TreePop(); @@ -694,7 +737,7 @@ static void ShowDemoWindowWidgets() { static bool closable_group = true; ImGui::Checkbox("Show 2nd header", &closable_group); - if (ImGui::CollapsingHeader("Header")) + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) { ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); for (int i = 0; i < 5; i++) @@ -706,6 +749,10 @@ static void ShowDemoWindowWidgets() for (int i = 0; i < 5; i++) ImGui::Text("More content %d", i); } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ ImGui::TreePop(); } @@ -713,6 +760,11 @@ static void ShowDemoWindowWidgets() { ImGui::BulletText("Bullet point 1"); ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); @@ -787,7 +839,7 @@ static void ShowDemoWindowWidgets() // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. // If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID. - // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) + // (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.) // If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc. // Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this. // Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). @@ -931,7 +983,7 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("In columns")) { ImGui::Columns(3, NULL, false); - static bool selected[16] = { 0 }; + static bool selected[16] = {}; for (int i = 0; i < 16; i++) { char label[32]; sprintf(label, "Item %d", i); @@ -1007,7 +1059,7 @@ static void ShowDemoWindowWidgets() ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput); ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } @@ -1063,7 +1115,7 @@ static void ShowDemoWindowWidgets() static ImVector my_str; if (my_str.empty()) my_str.push_back(0); - Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16)); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); ImGui::TreePop(); } @@ -1071,6 +1123,8 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + // Plot/Graph widgets are currently fairly limited. + // Consider writing your own plotting widget, or using a third-party one (see "Wiki->Useful Widgets", or github.com/ocornut/imgui/issues/2747) if (ImGui::TreeNode("Plots Widgets")) { static bool animate = true; @@ -1081,7 +1135,7 @@ static void ShowDemoWindowWidgets() // Create a dummy 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 and the sizeof() of your structure in the Stride parameter. - static float values[90] = { 0 }; + static float values[90] = {}; static int values_offset = 0; static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) @@ -1094,7 +1148,18 @@ static void ShowDemoWindowWidgets() phase += 0.10f*values_offset; refresh_time += 1.0f/60.0f; } - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80)); + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0,80)); + } ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80)); // Use functions to generate output @@ -1124,7 +1189,8 @@ static void ShowDemoWindowWidgets() if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } - // Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Text("Progress Bar"); @@ -1150,7 +1216,7 @@ static void ShowDemoWindowWidgets() ImGui::Checkbox("With Drag and Drop", &drag_and_drop); ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); ImGui::Text("Color widget:"); ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n"); @@ -1170,7 +1236,7 @@ static void ShowDemoWindowWidgets() // Generate a dummy default palette. The palette will persist and can be edited. static bool saved_palette_init = true; - static ImVec4 saved_palette[32] = { }; + static ImVec4 saved_palette[32] = {}; if (saved_palette_init) { for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) @@ -1183,7 +1249,7 @@ static void ShowDemoWindowWidgets() static ImVec4 backup_color; bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); open_popup |= ImGui::Button("Palette"); if (open_popup) { @@ -1283,8 +1349,8 @@ static void ShowDemoWindowWidgets() ImGui::Text("HSV encoded colors"); ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui::Text("Color widget with InputHSV:"); - ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f); ImGui::TreePop(); @@ -1465,7 +1531,7 @@ static void ShowDemoWindowWidgets() ImGui::PushID("set2"); static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; const int rows = 3; - const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows); + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); for (int nx = 0; nx < 4; nx++) { if (nx > 0) ImGui::SameLine(); @@ -1500,22 +1566,21 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Drag and Drop")) { + if (ImGui::TreeNode("Drag and drop in standard widgets")) { // ColorEdit widgets automatically act as drag source and drag target. // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets // to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo. - ImGui::BulletText("Drag and drop in standard widgets"); - ImGui::Indent(); - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + HelpMarker("You can drag from the colored squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); ImGui::ColorEdit4("color 2", col2); - ImGui::Unindent(); + ImGui::TreePop(); } + if (ImGui::TreeNode("Drag and drop to copy/swap items")) { - ImGui::BulletText("Drag and drop to copy/swap items"); - ImGui::Indent(); enum Mode { Mode_Copy, @@ -1537,8 +1602,8 @@ static void ShowDemoWindowWidgets() // Our buttons are both drag sources and drag targets here! if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) { - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.) if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } ImGui::EndDragDropSource(); @@ -1569,7 +1634,31 @@ static void ShowDemoWindowWidgets() } ImGui::PopID(); } - ImGui::Unindent(); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // Simple reordering + HelpMarker("We don't use the drag and drop api at all here! Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); } ImGui::TreePop(); @@ -1577,32 +1666,33 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)")) { - // Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined. - // (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code). + // Submit an item (various types available) so we can query their status in the following block. static int item_type = 1; + ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode\0TreeNode (w/ double-click)\0ListBox\0", 20); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions."); + bool ret = false; static bool b = false; static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; static char str[16] = {}; - ImGui::RadioButton("Text", &item_type, 0); - ImGui::RadioButton("Button", &item_type, 1); - ImGui::RadioButton("Checkbox", &item_type, 2); - ImGui::RadioButton("SliderFloat", &item_type, 3); - ImGui::RadioButton("InputText", &item_type, 4); - ImGui::RadioButton("ColorEdit4", &item_type, 5); - ImGui::RadioButton("MenuItem", &item_type, 6); - ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 7); - ImGui::RadioButton("ListBox", &item_type, 8); - ImGui::Separator(); - bool ret = false; if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button - if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox - if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item - if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) - if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 6) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 7) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 8) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + // Display the value of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code ImGui::BulletText( "Return value = %d\n" "IsItemFocused() = %d\n" @@ -1618,6 +1708,7 @@ static void ShowDemoWindowWidgets() "IsItemDeactivatedAfterEdit() = %d\n" "IsItemVisible() = %d\n" "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", @@ -1635,6 +1726,7 @@ static void ShowDemoWindowWidgets() ImGui::IsItemDeactivatedAfterEdit(), ImGui::IsItemVisible(), ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y @@ -1645,7 +1737,8 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true); - // Testing IsWindowFocused() function with its various flags. Note that the flags can be combined. + // 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" @@ -1658,7 +1751,8 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); - // Testing IsWindowHovered() function with its various flags. Note that the flags can be combined. + // 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" @@ -1683,6 +1777,9 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); + static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; + ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_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 (with BeginPopupContextItem) 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). @@ -1764,7 +1861,7 @@ static void ShowDemoWindowLayout() { char buf[32]; sprintf(buf, "%03d", i); - ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); ImGui::NextColumn(); } ImGui::EndChild(); @@ -1780,7 +1877,7 @@ static void ShowDemoWindowLayout() // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window) // See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this. { - ImGui::SetCursorPosX(50); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None); for (int n = 0; n < 50; n++) @@ -1824,9 +1921,9 @@ static void ShowDemoWindowLayout() ImGui::Text("SetNextItemWidth/PushItemWidth(-1)"); ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-1); - ImGui::DragFloat("float##5a", &f); - ImGui::DragFloat("float##5b", &f); - ImGui::DragFloat("float##5c", &f); + ImGui::DragFloat("##float5a", &f); + ImGui::DragFloat("##float5b", &f); + ImGui::DragFloat("##float5c", &f); ImGui::PopItemWidth(); ImGui::TreePop(); @@ -1993,7 +2090,7 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Groups")) { - HelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it."); + HelpMarker("BeginGroup() basically locks the horizontal position for new line. EndGroup() bundles the whole group so that you can use \"item\" functions such as IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); ImGui::BeginGroup(); { ImGui::BeginGroup(); @@ -2037,103 +2134,218 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Text Baseline Alignment")) { - HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); - - ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("One\nTwo\nThree"); - - ImGui::Button("HOP##1"); ImGui::SameLine(); - ImGui::Text("Banana"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - - ImGui::Button("HOP##2"); ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); ImGui::SameLine(); - ImGui::Text("Banana"); - - ImGui::Button("TEST##1"); ImGui::SameLine(); - ImGui::Text("TEST"); ImGui::SameLine(); - ImGui::SmallButton("TEST##2"); - - ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets. - ImGui::Text("Text aligned to Widget"); ImGui::SameLine(); - ImGui::Button("Widget##1"); ImGui::SameLine(); - ImGui::Text("Widget"); ImGui::SameLine(); - ImGui::SmallButton("Widget##2"); ImGui::SameLine(); - ImGui::Button("Widget##3"); - - // Tree - const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); - ImGui::SameLine(0.0f, spacing); - if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); + HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets."); + ImGui::Indent(); - ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). - bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); - if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); - // Bullet - ImGui::Button("Button##3"); - ImGui::SameLine(0.0f, spacing); - ImGui::BulletText("Bullet text"); + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // Because we don't know what's coming after the Text() statement, we need to move the text baseline down by FramePadding.y + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); - ImGui::AlignTextToFramePadding(); - ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit). + bool node_open = ImGui::TreeNode("Node##2");// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content. + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } ImGui::TreePop(); } if (ImGui::TreeNode("Scrolling")) { - HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position."); + // Vertical scroll functions + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::SameLine(); + HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars."); - static bool track = true; - static int track_line = 50, scroll_to_px = 200; - ImGui::Checkbox("Track", &track); + ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); - ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d"); - bool scroll_to = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px"); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px"); ImGui::PopItemWidth(); - if (scroll_to) track = false; + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); for (int i = 0; i < 5; i++) { if (i > 0) ImGui::SameLine(); ImGui::BeginGroup(); - ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true); - if (scroll_to) - ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); - for (int line = 0; line < 100; line++) + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) { - if (track && line == track_line) + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (window_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) { - ImGui::TextColored(ImVec4(1,1,0,1), "Line %d", line); - ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } } - else + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + ImGui::Spacing(); + HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (window_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) { - ImGui::Text("Line %d", line); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + ImGui::SameLine(); } } - float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY(); + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); ImGui::EndChild(); - ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y); - ImGui::EndGroup(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); } - ImGui::TreePop(); - } + ImGui::PopID(); - if (ImGui::TreeNode("Horizontal Scrolling")) - { + // Miscellaneous Horizontal Scrolling Demo HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin()."); static int lines = 7; ImGui::SliderInt("Lines", &lines, 1, 15); @@ -2176,6 +2388,97 @@ static void ShowDemoWindowLayout() ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); ImGui::EndChild(); } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0,0), true); + ImGui::EndChild(); + } + ImGui::End(); + } + ImGui::TreePop(); } @@ -2203,7 +2506,7 @@ static void ShowDemoWindowPopups() // The properties of popups windows are: // - They block normal mouse hovering detection outside them. (*) // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. - // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls. // User can manipulate the visibility state by calling OpenPopup(). // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. @@ -2450,7 +2753,7 @@ static void ShowDemoWindowColumns() char label[32]; sprintf(label, "Item %d", n); if (ImGui::Selectable(label)) {} - //if (ImGui::Button(label, ImVec2(-1,0))) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} ImGui::NextColumn(); } ImGui::Columns(1); @@ -2484,6 +2787,40 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + // Create multiple items in a same cell before switching to next column if (ImGui::TreeNode("Mixed items")) { @@ -2530,32 +2867,6 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } - if (ImGui::TreeNode("Borders")) - { - // NB: Future columns API should allow automatic horizontal borders. - static bool h_borders = true; - static bool v_borders = true; - ImGui::Checkbox("horizontal", &h_borders); - ImGui::SameLine(); - ImGui::Checkbox("vertical", &v_borders); - ImGui::Columns(4, NULL, v_borders); - for (int i = 0; i < 4*3; i++) - { - if (h_borders && ImGui::GetColumnIndex() == 0) - ImGui::Separator(); - ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); - ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); - ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); - ImGui::Text("Long text that is likely to clip"); - ImGui::Button("Button", ImVec2(-1.0f, 0.0f)); - ImGui::NextColumn(); - } - ImGui::Columns(1); - if (h_borders) - ImGui::Separator(); - ImGui::TreePop(); - } - // Scrolling columns /* if (ImGui::TreeNode("Vertical Scrolling")) @@ -2614,7 +2925,7 @@ static void ShowDemoWindowColumns() ImGui::NextColumn(); if (open1) { - for (int y = 0; y < 5; y++) + for (int y = 0; y < 3; y++) { bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); ImGui::NextColumn(); @@ -2648,6 +2959,8 @@ static void ShowDemoWindowMisc() { if (ImGui::CollapsingHeader("Filtering")) { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. static ImGuiTextFilter filter; ImGui::Text("Filter usage:\n" " \"\" display all lines\n" @@ -2665,12 +2978,14 @@ static void ShowDemoWindowMisc() { ImGuiIO& io = ImGui::GetIO(); + // Display ImGuiIO output flags ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("WantTextInput: %d", io.WantTextInput); ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + // Display Keyboard/Mouse state if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) { if (ImGui::IsMousePosValid()) @@ -2803,7 +3118,7 @@ static void ShowDemoWindowMisc() //----------------------------------------------------------------------------- // [SECTION] About Window / ShowAboutWindow() -// Access from ImGui Demo -> Help -> About +// Access from Dear ImGui Demo -> Tools -> About //----------------------------------------------------------------------------- void ImGui::ShowAboutWindow(bool* p_open) @@ -2815,7 +3130,7 @@ void ImGui::ShowAboutWindow(bool* p_open) } ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Separator(); - ImGui::Text("By Omar Cornut and all dear imgui contributors."); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); static bool show_config_info = false; @@ -2828,7 +3143,10 @@ void ImGui::ShowAboutWindow(bool* p_open) bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove); if (copy_to_clipboard) + { ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make the text appears without formatting when pasting to GitHub + } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); @@ -2912,18 +3230,20 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); - if (io.ConfigDockingTabBarOnSingleWindows) ImGui::Text("io.ConfigDockingTabBarOnSingleWindows"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigWindowsMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer); ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); @@ -2939,7 +3259,10 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); ImGui::LogFinish(); + } ImGui::EndChildFrame(); } ImGui::End(); @@ -2948,6 +3271,10 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- +// - ShowStyleSelector() +// - ShowFontSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- // Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. // Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally. @@ -3029,7 +3356,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::Button("Revert Ref")) style = *ref; ImGui::SameLine(); - HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere."); + HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere."); ImGui::Separator(); @@ -3062,6 +3389,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); @@ -3073,7 +3404,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { static int output_dest = 0; static bool output_only_modified = true; - if (ImGui::Button("Export Unsaved")) + if (ImGui::Button("Export")) { if (output_dest == 0) ImGui::LogToClipboard(); @@ -3148,7 +3479,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); - ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); + ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface); ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) @@ -3205,8 +3537,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::TreePop(); } + HelpMarker("Those are old settings provided for convenience.\nHowever, the _correct_ way of scaling your UI is currently to reload your font at the designed size, rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure."); static float window_scale = 1.0f; - if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window ImGui::SetWindowFontScale(window_scale); ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything ImGui::PopItemWidth(); @@ -3236,6 +3569,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) //----------------------------------------------------------------------------- // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- // Demonstrate creating a "main" fullscreen menu bar and populating it. // Note the difference between BeginMainMenuBar() and BeginMenuBar(): @@ -3357,7 +3693,7 @@ struct ExampleAppConsole Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches. AutoScroll = true; - ScrollToBottom = true; + ScrollToBottom = false; AddLog("Welcome to Dear ImGui!"); } ~ExampleAppConsole() @@ -3378,7 +3714,6 @@ struct ExampleAppConsole for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); - ScrollToBottom = true; } void AddLog(const char* fmt, ...) IM_FMTARGS(2) @@ -3391,8 +3726,6 @@ struct ExampleAppConsole buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); - if (AutoScroll) - ScrollToBottom = true; } void Draw(const char* title, bool* p_open) @@ -3421,8 +3754,7 @@ struct ExampleAppConsole if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); - bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine(); - if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true; + bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } ImGui::Separator(); @@ -3430,9 +3762,7 @@ struct ExampleAppConsole // Options menu if (ImGui::BeginPopup("Options")) { - if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) - if (AutoScroll) - ScrollToBottom = true; + ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } @@ -3481,9 +3811,11 @@ struct ExampleAppConsole } if (copy_to_clipboard) ImGui::LogFinish(); - if (ScrollToBottom) + + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) ImGui::SetScrollHereY(1.0f); ScrollToBottom = false; + ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); @@ -3675,13 +4007,11 @@ struct ExampleAppLog ImGuiTextBuffer Buf; ImGuiTextFilter Filter; ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines - bool AutoScroll; - bool ScrollToBottom; + bool AutoScroll; // Keep scrolling if already at the bottom ExampleAppLog() { AutoScroll = true; - ScrollToBottom = false; Clear(); } @@ -3702,8 +4032,6 @@ struct ExampleAppLog for (int new_size = Buf.size(); old_size < new_size; old_size++) if (Buf[old_size] == '\n') LineOffsets.push_back(old_size + 1); - if (AutoScroll) - ScrollToBottom = true; } void Draw(const char* title, bool* p_open = NULL) @@ -3717,9 +4045,7 @@ struct ExampleAppLog // Options menu if (ImGui::BeginPopup("Options")) { - if (ImGui::Checkbox("Auto-scroll", &AutoScroll)) - if (AutoScroll) - ScrollToBottom = true; + ImGui::Checkbox("Auto-scroll", &AutoScroll); ImGui::EndPopup(); } @@ -3784,9 +4110,9 @@ struct ExampleAppLog } ImGui::PopStyleVar(); - if (ScrollToBottom) + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); - ScrollToBottom = false; + ImGui::EndChild(); ImGui::End(); } @@ -3971,7 +4297,7 @@ static void ShowExampleAppLongText(bool* p_open) static ImGuiTextBuffer log; static int lines = 0; ImGui::Text("Printing unusually long amount of text."); - ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0"); ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); if (ImGui::Button("Clear")) { log.clear(); lines = 0; } ImGui::SameLine(); @@ -4041,7 +4367,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints // Helper functions to demonstrate programmatic constraints { - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y); } static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; @@ -4165,7 +4491,6 @@ static void ShowExampleAppWindowTitles(bool*) // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Custom rendering", p_open)) { ImGui::End(); @@ -4285,14 +4610,16 @@ static void ShowExampleAppCustomRendering(bool* p_open) static bool draw_bg = true; static bool draw_fg = true; ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); ImVec2 window_pos = ImGui::GetWindowPos(); ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4); + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4); if (draw_fg) - ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10); + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10); ImGui::EndTabItem(); } @@ -4307,7 +4634,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) //----------------------------------------------------------------------------- // Demonstrate using DockSpace() to create an explicit docking node within an existing window. -// Note that you already dock windows into each others _without_ a DockSpace() by just holding SHIFT when moving a window. +// Note that you already dock windows into each others _without_ a DockSpace() by just moving windows +// from their title bar (or by holding SHIFT if io.ConfigDockingWithShift is set). // DockSpace() is only useful to construct to a central location for your application. void ShowExampleAppDockSpace(bool* p_open) { @@ -4330,10 +4658,16 @@ void ShowExampleAppDockSpace(bool* p_open) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } - // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background. + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) window_flags |= ImGuiWindowFlags_NoBackground; + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("DockSpace Demo", p_open, window_flags); ImGui::PopStyleVar(); @@ -4357,7 +4691,7 @@ void ShowExampleAppDockSpace(bool* p_open) { if (ImGui::BeginMenu("Docking")) { - // Disabling fullscreen would allow the window to be moved to the front of other windows, + // Disabling fullscreen would allow the window to be moved to the front of other windows, // which we can't undo at the moment without finer window depth/z control. //ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen_persistant); @@ -4607,7 +4941,7 @@ void ShowExampleAppDocuments(bool* p_open) if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) { NotifyOfDocumentsClosedElsewhere(app); - + // Create a DockSpace node where any window can be docked ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id); diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_draw.cpp b/src/lib/geogram_gfx/third_party/ImGui/imgui_draw.cpp index 5301f747..9819576a 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_draw.cpp +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (drawing and font code) /* @@ -8,6 +8,7 @@ Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig @@ -33,7 +34,7 @@ Index of this file: #include // vsnprintf, sscanf, printf #if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) +#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) #include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) #elif defined(_WIN32) #include // alloca @@ -47,12 +48,13 @@ Index of this file: // Visual Studio warnings #ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wunknown-pragmas" // [Bruno Levy] 05/23/2016: so that it does not complain on older compilers #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. @@ -71,13 +73,12 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 //------------------------------------------------------------------------- @@ -101,7 +102,7 @@ namespace IMGUI_STB_NAMESPACE #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" @@ -109,7 +110,7 @@ namespace IMGUI_STB_NAMESPACE #pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers @@ -152,15 +153,15 @@ namespace IMGUI_STB_NAMESPACE #endif #endif -#ifdef __GNUC__ +#if defined(__GNUC__) #pragma GCC diagnostic pop #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop #endif -#ifdef _MSC_VER +#if defined(_MSC_VER) #pragma warning (pop) #endif @@ -262,7 +263,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); - colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); @@ -320,7 +321,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); @@ -355,6 +356,7 @@ ImDrawListSharedData::ImDrawListSharedData() FontSize = 0.0f; CurveTessellationTol = 0.0f; ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + InitialFlags = ImDrawListFlags_None; // Const data for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) @@ -369,16 +371,15 @@ void ImDrawList::Clear() CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); - Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill; + Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; + _VtxCurrentOffset = 0; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); _TextureIdStack.resize(0); _Path.resize(0); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - // NB: Do not clear channels so our allocations are re-used after the first frame. + _Splitter.Clear(); } void ImDrawList::ClearFreeMemory() @@ -392,20 +393,12 @@ void ImDrawList::ClearFreeMemory() _ClipRectStack.clear(); _TextureIdStack.clear(); _Path.clear(); - _ChannelsCurrent = 0; - _ChannelsCount = 1; - for (int i = 0; i < _Channels.Size; i++) - { - if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again - _Channels[i].CmdBuffer.clear(); - _Channels[i].IdxBuffer.clear(); - } - _Channels.clear(); + _Splitter.ClearFreeMemory(); } ImDrawList* ImDrawList::CloneOutput() const { - ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); dst->CmdBuffer = CmdBuffer; dst->IdxBuffer = IdxBuffer; dst->VtxBuffer = VtxBuffer; @@ -422,6 +415,8 @@ void ImDrawList::AddDrawCmd() ImDrawCmd draw_cmd; draw_cmd.ClipRect = GetCurrentClipRect(); draw_cmd.TextureId = GetCurrentTextureId(); + draw_cmd.VtxOffset = _VtxCurrentOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); CmdBuffer.push_back(draw_cmd); @@ -528,88 +523,17 @@ void ImDrawList::PopTextureID() UpdateTextureID(); } -void ImDrawList::ChannelsSplit(int channels_count) +// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) +void ImDrawList::PrimReserve(int idx_count, int vtx_count) { - IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1); - int old_channels_count = _Channels.Size; - if (old_channels_count < channels_count) - _Channels.resize(channels_count); - _ChannelsCount = channels_count; - - // _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer - // The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. - // When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer - memset(&_Channels[0], 0, sizeof(ImDrawChannel)); - for (int i = 1; i < channels_count; i++) + // Large mesh support (when enabled) + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) { - if (i >= old_channels_count) - { - IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); - } - else - { - _Channels[i].CmdBuffer.resize(0); - _Channels[i].IdxBuffer.resize(0); - } - if (_Channels[i].CmdBuffer.Size == 0) - { - ImDrawCmd draw_cmd; - draw_cmd.ClipRect = _ClipRectStack.back(); - draw_cmd.TextureId = _TextureIdStack.back(); - _Channels[i].CmdBuffer.push_back(draw_cmd); - } - } -} - -void ImDrawList::ChannelsMerge() -{ - // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. - if (_ChannelsCount <= 1) - return; - - ChannelsSetCurrent(0); - if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0) - CmdBuffer.pop_back(); - - int new_cmd_buffer_count = 0, new_idx_buffer_count = 0; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0) - ch.CmdBuffer.pop_back(); - new_cmd_buffer_count += ch.CmdBuffer.Size; - new_idx_buffer_count += ch.IdxBuffer.Size; - } - CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count); - IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count); - - ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count; - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count; - for (int i = 1; i < _ChannelsCount; i++) - { - ImDrawChannel& ch = _Channels[i]; - if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } - if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; } + _VtxCurrentOffset = VtxBuffer.Size; + _VtxCurrentIdx = 0; + AddDrawCmd(); } - UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. - _ChannelsCount = 1; -} - -void ImDrawList::ChannelsSetCurrent(int idx) -{ - IM_ASSERT(idx < _ChannelsCount); - if (_ChannelsCurrent == idx) return; - memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times - memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer)); - _ChannelsCurrent = idx; - memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer)); - memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer)); - _IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size; -} -// NB: this can be called with negative count for removing primitives (as long as the result does not underflow) -void ImDrawList::PrimReserve(int idx_count, int vtx_count) -{ ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1]; draw_cmd.ElemCount += idx_count; @@ -943,26 +867,26 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { if (radius == 0.0f || a_min_of_12 > a_max_of_12) { - _Path.push_back(centre); + _Path.push_back(center); return; } _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); for (int a = a_min_of_12; a <= a_max_of_12; a++) { const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; - _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); + _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); } } -void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { if (radius == 0.0f) { - _Path.push_back(centre); + _Path.push_back(center); return; } @@ -972,7 +896,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - _Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius)); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); } } @@ -1026,7 +950,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners) +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) { rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); @@ -1051,44 +975,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int } } -void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness) +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a + ImVec2(0.5f,0.5f)); - PathLineTo(b + ImVec2(0.5f,0.5f)); + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); PathStroke(col, false, thickness); } -// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness) +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners); else - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding > 0.0f) { - PathRect(a, b, rounding, rounding_corners_flags); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); } else { PrimReserve(6, 4); - PrimRect(a, b, col); + PrimRect(p_min, p_max, col); } } -void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; @@ -1097,77 +1023,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 PrimReserve(6, 4); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); - PrimWriteVtx(a, uv, col_upr_left); - PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right); - PrimWriteVtx(c, uv, col_bot_right); - PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } -void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness) +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathStroke(col, true, thickness); } -void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col) +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); - PathLineTo(d); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); PathFillConvex(col); } -void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness) +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathStroke(col, true, thickness); } -void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col) +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - PathLineTo(a); - PathLineTo(b); - PathLineTo(c); + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); PathFillConvex(col); } -void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness) +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) return; // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1); + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1215,7 +1141,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(NULL, 0.0f, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col) +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1225,13 +1151,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimRectUV(a, b, uv_a, uv_b, col); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1241,20 +1167,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons PushTextureID(user_texture_id); PrimReserve(6, 4); - PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) { if ((col & IM_COL32_A_MASK) == 0) return; if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) { - AddImage(user_texture_id, a, b, uv_a, uv_b, col); + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } @@ -1263,15 +1189,143 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(a, b, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, rounding_corners); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; - ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true); + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) PopTextureID(); } + +//----------------------------------------------------------------------------- +// ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_ASSERT(_Current == 0 && _Count <= 1); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + _Channels.resize(channels_count); + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + if (_Channels[i]._CmdBuffer.Size == 0) + { + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); + draw_cmd.TextureId = draw_list->_TextureIdStack.back(); + _Channels[i]._CmdBuffer.push_back(draw_cmd); + } + } +} + +static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b) +{ + return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback; +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) + draw_list->CmdBuffer.pop_back(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + ch._CmdBuffer.pop_back(); + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0])) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; + idx_offset += ch._CmdBuffer[0].ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call. + draw_list->UpdateTextureID(); + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; +} + //----------------------------------------------------------------------------- // [SECTION] ImDrawData //----------------------------------------------------------------------------- @@ -1380,6 +1434,7 @@ ImFontConfig::ImFontConfig() MergeMode = false; RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; memset(Name, 0, sizeof(Name)); DstFont = NULL; } @@ -1389,7 +1444,7 @@ ImFontConfig::ImFontConfig() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) -// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes. +// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000; @@ -1572,6 +1627,9 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + // Invalidate texture ClearTexData(); return new_font_cfg.DstFont; @@ -1606,6 +1664,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); @@ -1676,7 +1735,7 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) IM_ASSERT(id >= 0x10000); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1689,7 +1748,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - CustomRect r; + ImFontAtlasCustomRect r; r.ID = id; r.Width = (unsigned short)width; r.Height = (unsigned short)height; @@ -1700,7 +1759,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int return CustomRects.Size - 1; // Return index } -void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed @@ -1716,7 +1775,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou return false; IM_ASSERT(CustomRectIds[0] != -1); - ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]]; + ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; @@ -1786,7 +1845,7 @@ static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVectorpush_back((int)((it - it_begin) << 5) + bit_n); } @@ -1944,11 +2003,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). const int TEX_HEIGHT_MAX = 1024 * 32; - + // [Bruno Levy]: replaced "={}" with memset() (={} generates a warning on MSVC). stbtt_pack_context spc; memset(&spc, 0, sizeof(spc)); - + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); @@ -2021,7 +2080,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { @@ -2032,7 +2091,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); float char_off_x = font_off_x; if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; + char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; // Register glyph stbtt_aligned_quad q; @@ -2079,7 +2138,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; IM_ASSERT(pack_context != NULL); - ImVector& user_rects = atlas->CustomRects; + ImVector& user_rects = atlas->CustomRects; IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. ImVector pack_rects; @@ -2105,7 +2164,7 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { IM_ASSERT(atlas->CustomRectIds[0] >= 0); IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; + ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); IM_ASSERT(r.IsPacked()); @@ -2140,7 +2199,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { - const ImFontAtlas::CustomRect& r = atlas->CustomRects[i]; + const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; if (r.Font == NULL || r.ID > 0x10000) continue; @@ -2154,6 +2213,23 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) for (int i = 0; i < atlas->Fonts.Size; i++) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots. + for (int i = 0; i < atlas->Fonts.size(); i++) + { + ImFont* font = atlas->Fonts[i]; + if (font->EllipsisChar != (ImWchar)-1) + continue; + const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) + if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists + { + font->EllipsisChar = ellipsis_variants[j]; + break; + } + } } // Retrieve list of range (2 int per range, values are inclusive) @@ -2402,11 +2478,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { - for (int n = 0; n < 0x10000; n++) + int max_codepoint = 0x10000; + for (int n = 0; n < max_codepoint; n++) if (GetBit(n)) { out_ranges->push_back((ImWchar)n); - while (n < 0x10000 && GetBit(n + 1)) + while (n < max_codepoint - 1 && GetBit(n + 1)) n++; out_ranges->push_back((ImWchar)n); } @@ -2422,6 +2499,7 @@ ImFont::ImFont() FontSize = 0.0f; FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)'?'; + EllipsisChar = (ImWchar)-1; DisplayOffset = ImVec2(0.0f, 0.0f); FallbackGlyph = NULL; ContainerAtlas = NULL; @@ -2524,7 +2602,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX if (ConfigData->PixelSnapH) - glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); + glyph.AdvanceX = IM_ROUND(glyph.AdvanceX); // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) DirtyLookupTables = true; @@ -2651,7 +2729,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c } // We ignore blank width at the end of the line (they can be skipped) - if (line_width + word_width >= wrap_width) + if (line_width + word_width > wrap_width) { // Words that cannot possibly fit within an entire line will be cut anywhere. if (word_width < wrap_width) @@ -2766,8 +2844,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (const ImFontGlyph* glyph = FindGlyph(c)) { float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); draw_list->PrimReserve(6, 4); draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } @@ -2776,11 +2854,11 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls. + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = (float)(int)pos.x + DisplayOffset.x; - pos.y = (float)(int)pos.y + DisplayOffset.y; + pos.x = IM_FLOOR(pos.x + DisplayOffset.x); + pos.y = IM_FLOOR(pos.y + DisplayOffset.y); float x = pos.x; float y = pos.y; if (y > clip_rect.w) @@ -2959,7 +3037,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; - draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size; + draw_list->_VtxCurrentIdx = vtx_current_idx; } //----------------------------------------------------------------------------- @@ -2971,42 +3049,26 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderArrowPointingAt() // - RenderRectFilledRangeH() // - RenderRectFilledWithHole() -// - RenderPixelEllipsis() //----------------------------------------------------------------------------- -void ImGui::RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { if (mouse_cursor == ImGuiMouseCursor_None) return; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - const ImU32 col_shadow = IM_COL32(0, 0, 0, 48); - const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black - const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White - - ImGuiContext& g = *GImGui; - ImFontAtlas* font_atlas = g.IO.Fonts; + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; ImVec2 offset, size, uv[4]; if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) { pos -= offset; const ImTextureID tex_id = font_atlas->TexID; - - // We need to account for the possibility of the mouse cursor straddling multiple viewports... - for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) - { - ImGuiViewportP* viewport = g.Viewports[viewport_n]; - if (!viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) - continue; - - ImDrawList* draw_list = GetForegroundDrawList(viewport); - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); - } + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0)*scale, pos + ImVec2(1, 0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0)*scale, pos + ImVec2(2, 0)*scale + size*scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); } } @@ -3118,18 +3180,6 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); } -// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, -// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match -// the boldness or positioning of what the font uses... -void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col) -{ - ImFont* font = draw_list->_Data->Font; - const float font_scale = draw_list->_Data->FontSize / font->FontSize; - pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f); - for (int dot_n = 0; dot_n < count; dot_n++) - draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col); -} - //----------------------------------------------------------------------------- // [SECTION] Decompression code //----------------------------------------------------------------------------- @@ -3190,9 +3240,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns { const unsigned long ADLER_MOD = 65521; unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; - unsigned long blocklen, i; + unsigned long blocklen = buflen % 5552; - blocklen = buflen % 5552; + unsigned long i; while (buflen) { for (i=0; i + 7 < blocklen; i += 8) { s1 += buffer[0], s2 += s1; @@ -3219,10 +3269,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) { - unsigned int olen; if (stb__in4(0) != 0x57bC0000) return 0; if (stb__in4(4) != 0) return 0; // error! stream is > 4GB - olen = stb_decompress_length(i); + const unsigned int olen = stb_decompress_length(i); stb__barrier_in_b = i; stb__barrier_out_e = output + olen; stb__barrier_out_b = output; diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.cpp b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.cpp index 089b9ed5..6014a7cc 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.cpp +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.cpp @@ -1,7 +1,7 @@ // dear imgui: Platform Binding for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. @@ -16,7 +16,10 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). // 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. @@ -36,6 +39,8 @@ #ifndef __ANDROID__ // [Bruno Levy] +#include + #include "imgui.h" #include "imgui_impl_glfw.h" @@ -82,7 +87,8 @@ static GLFWwindow* g_Window = NULL; // Main window static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; static double g_Time = 0.0; static bool g_MouseJustPressed[5] = { false, false, false, false, false }; -static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; +static bool g_InstalledCallbacks = false; static bool g_WantUpdateMonitors = true; // Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any. @@ -164,8 +170,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) g_PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); - if (c > 0 && c < 0x10000) - io.AddInputCharacter((unsigned short)c); + io.AddInputCharacter(c); } static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) @@ -199,6 +204,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; @@ -230,6 +236,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw g_PrevUserCallbackChar = NULL; if (install_callbacks) { + g_InstalledCallbacks = true; g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); @@ -239,6 +246,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)g_Window; +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window); +#endif if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplGlfw_InitPlatformInterface(); @@ -260,6 +270,19 @@ void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_ShutdownPlatformInterface(); + // [Bruno Levy] Nov 26 2019: removed to have previous behavior + // (need that when window layout is reloaded, did not manage to + // figure out how to do that properly) + // TODO: find a way to fix geogram_gfx/gui/application.cpp + if (false && g_InstalledCallbacks) + { + glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton); + glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll); + glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey); + glfwSetCharCallback(g_Window, g_PrevUserCallbackChar); + g_InstalledCallbacks = false; + } + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) { glfwDestroyCursor(g_MouseCursors[cursor_n]); @@ -270,12 +293,8 @@ void ImGui_ImplGlfw_Shutdown() static void ImGui_ImplGlfw_UpdateMousePosAndButtons() { - ImGuiIO& io = ImGui::GetIO(); - const ImVec2 mouse_pos_backup = io.MousePos; - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - io.MouseHoveredViewport = 0; - // Update buttons + ImGuiIO& io = ImGui::GetIO(); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. @@ -283,6 +302,10 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons() g_MouseJustPressed[i] = false; } + // Update mouse position + const ImVec2 mouse_pos_backup = io.MousePos; + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + io.MouseHoveredViewport = 0; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); for (int n = 0; n < platform_io.Viewports.Size; n++) { @@ -438,8 +461,9 @@ struct ImGuiViewportDataGlfw { GLFWwindow* Window; bool WindowOwned; + int IgnoreWindowSizeEventFrame; - ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; } + ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = -1; } ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); } }; @@ -458,7 +482,22 @@ static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) { if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) + { + // GLFW may dispatch window size event after calling glfwSetWindowSize(). + // However depending on the platform the callback may be invoked at different time: on Windows it + // appears to be called within the glfwSetWindowSize() call whereas on Linux it is queued and invoked + // during glfwPollEvents(). + // Because the event doesn't always fire on glfwSetWindowSize() we use a frame counter tag to only + // ignore recent glfwSetWindowSize() calls. + bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1); + data->IgnoreWindowSizeEventFrame = -1; + if (ignore_event) + return; + } viewport->PlatformRequestResize = true; + } } static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) @@ -467,8 +506,12 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) viewport->PlatformUserData = data; // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem glfwWindowHint(GLFW_VISIBLE, false); glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); + #endif glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); #if GLFW_HAS_WINDOW_TOPMOST glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); @@ -477,6 +520,9 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); data->WindowOwned = true; viewport->PlatformHandle = (void*)data->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window); +#endif glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); // Install callbacks for secondary viewports @@ -501,7 +547,7 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) if (data->WindowOwned) { #if GLFW_HAS_GLFW_HOVERED && defined(_WIN32) - HWND hwnd = glfwGetWin32Window(data->Window); + HWND hwnd = (HWND)viewport->PlatformHandleRaw; ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); #endif glfwDestroyWindow(data->Window); @@ -537,7 +583,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) #if defined(_WIN32) // GLFW hack: Hide icon from task bar - HWND hwnd = glfwGetWin32Window(data->Window); + HWND hwnd = (HWND)viewport->PlatformHandleRaw; if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) { LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); @@ -554,6 +600,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); #endif +#if !GLFW_HAS_FOCUS_ON_SHOW // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. // See https://github.com/glfw/glfw/issues/1189 @@ -563,6 +610,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) ::ShowWindow(hwnd, SW_SHOWNA); return; } +#endif #endif glfwShowWindow(data->Window); @@ -593,6 +641,17 @@ static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; +#if __APPLE__ + // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are + // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it + // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based + // on the upper-left corner. + int x, y, width, height; + glfwGetWindowPos(data->Window, &x, &y); + glfwGetWindowSize(data->Window, &width, &height); + glfwSetWindowPos(data->Window, x, y - height + size.y); +#endif + data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); glfwSetWindowSize(data->Window, (int)size.x, (int)size.y); } @@ -643,7 +702,7 @@ static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) { ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData; - if (g_ClientApi == GlfwClientApi_OpenGL) + if (g_ClientApi == GlfwClientApi_OpenGL) { glfwMakeContextCurrent(data->Window); glfwSwapBuffers(data->Window); @@ -664,13 +723,12 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) { COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } }; - if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData) - if (HWND hwnd = glfwGetWin32Window(data->Window)) - if (HIMC himc = ::ImmGetContext(hwnd)) - { - ::ImmSetCompositionWindow(himc, &cf); - ::ImmReleaseContext(hwnd, himc); - } + if (HWND hwnd = (HWND)viewport->PlatformHandleRaw) + if (HIMC himc = ::ImmGetContext(hwnd)) + { + ::ImmSetCompositionWindow(himc, &cf); + ::ImmReleaseContext(hwnd, himc); + } } #else #define HAS_WIN32_IME 0 @@ -707,7 +765,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst // FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989) static void ImGui_ImplGlfw_UpdateMonitors() { -#ifdef __EMSCRIPTEN__ // [Bruno] +#ifdef __EMSCRIPTEN__ // [Bruno Levy] return; #endif ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); @@ -720,8 +778,17 @@ static void ImGui_ImplGlfw_UpdateMonitors() int x, y; glfwGetMonitorPos(glfw_monitors[n], &x, &y); const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); +#if GLFW_HAS_MONITOR_WORK_AREA + monitor.MainPos = ImVec2((float)x, (float)y); + monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); + int w, h; + glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); + monitor.WorkPos = ImVec2((float)x, (float)y);; + monitor.WorkSize = ImVec2((float)w, (float)h); +#else monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#endif #if GLFW_HAS_PER_MONITOR_DPI // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. float x_scale, y_scale; diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.h b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.h index 975ace23..12deb8ba 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_glfw.h @@ -1,34 +1,26 @@ -/* dear imgui: Platform Binding for GLFW - * This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) - * (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// dear imgui: Platform Binding for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) - * Implemented features: - * [X] Platform: Clipboard support. - * [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - * [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. - * [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). - * [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. +// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. - * You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. - * If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. - * https:github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui - * About GLSL version: - * The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. - * Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! - */ - -/* [Bruno Levy] C-style comment */ +// About GLSL version: +// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. +// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! #pragma once #ifndef __ANDROID__ /* [Bruno Levy] */ -/* [Bruno Levy] */ -#ifdef __cplusplus -extern "C" { -#endif - struct GLFWwindow; IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); @@ -36,20 +28,13 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -/* - * InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any. - * InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks. - */ +// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any. +// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks. IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); -/* [Bruno Levy] */ -#ifdef __cplusplus -} -#endif - #endif /* __ANDROID__ [Bruno Levy] */ diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.cpp b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.cpp index 1dc81dba..19b2cce6 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.cpp +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.cpp @@ -1,11 +1,12 @@ // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline -// - Desktop GL: 3.x 4.x +// - Desktop GL: 2.x 3.x 4.x // - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. @@ -13,7 +14,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. // 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. @@ -75,19 +80,32 @@ #include "TargetConditionals.h" #endif -// Auto-detect GL version +// Auto-enable GLES on matching platforms #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) -#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #elif defined(__EMSCRIPTEN__) -#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#undef IMGUI_IMPL_OPENGL_LOADER_GL3W +#undef IMGUI_IMPL_OPENGL_LOADER_GLEW +#undef IMGUI_IMPL_OPENGL_LOADER_GLAD +#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #endif +// GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #include #elif defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) // [Bruno Levy] else glBindSampler() undefined with Emscripten -#include // Use GL ES 3 +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif #else // About Desktop OpenGL function loaders: // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. @@ -104,8 +122,16 @@ #endif #endif +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0 +#else +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1 +#endif + // OpenGL Data -static char g_GlslVersionString[32] = ""; +static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries. +static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location @@ -119,12 +145,27 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface(); // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + // Query for GL version +#if !defined(IMGUI_IMPL_OPENGL_ES2) + GLint major, minor; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + g_GlVersion = major * 1000 + minor; +#else + g_GlVersion = 2000; // GLES 2 +#endif + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) io.BackendRendererName = "imgui_impl_opengl3"; +#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (g_GlVersion >= 3200) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) - // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. #if defined(IMGUI_IMPL_OPENGL_ES2) if (glsl_version == NULL) glsl_version = "#version 100"; @@ -139,6 +180,23 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); + // Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected. + // The code actually never uses the 'gl_loader' variable! It is only here so you can read it! + // If auto-detection fails or doesn't select the same GL loader file as used by your application, + // you are likely to get a crash below. + // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. + const char* gl_loader = "Unknown"; + IM_UNUSED(gl_loader); +#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) + gl_loader = "GL3W"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) + gl_loader = "GLEW"; +#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) + gl_loader = "GLAD"; +#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM + gl_loader = "Custom"; +#endif + // Make a dummy GL call (we don't actually need the result) // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above. @@ -159,7 +217,7 @@ void ImGui_ImplOpenGL3_Shutdown() void ImGui_ImplOpenGL3_NewFrame() { - if (!g_FontTexture) + if (!g_ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); } @@ -177,7 +235,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid #endif // Setup viewport, orthographic projection matrix - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps. + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; @@ -275,7 +333,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; - size_t idx_buffer_offset = 0; // Upload vertex/index buffers glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); @@ -312,10 +369,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset); +#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (g_GlVersion >= 3200) + 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))); } } - idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); } } @@ -396,7 +457,7 @@ static bool CheckShader(GLuint handle, const char* desc) glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); - if (log_length > 0) + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); @@ -414,7 +475,7 @@ static bool CheckProgram(GLuint handle, const char* desc) glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString); - if (log_length > 0) + if (log_length > 1) { ImVector buf; buf.resize((int)(log_length + 1)); @@ -606,20 +667,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects() { - if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); - if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VboHandle = g_ElementsHandle = 0; - - if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); - if (g_VertHandle) glDeleteShader(g_VertHandle); - g_VertHandle = 0; - - if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle); - if (g_FragHandle) glDeleteShader(g_FragHandle); - g_FragHandle = 0; - - if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle); - g_ShaderHandle = 0; + if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; } + if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; } + if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); } + if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); } + if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; } + if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; } + if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.h b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.h index 8021e0b7..721a277f 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_opengl3.h @@ -1,63 +1,65 @@ -/* dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline - * - Desktop GL: 3.x 4.x - * - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) - * This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) +// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) - * Implemented features: - * [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*,ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. - * [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices. - * You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. - * If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. - * https:github.com/ocornut/imgui +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui - * About Desktop OpenGL function loaders: - * Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. - * Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). - * You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. +// About Desktop OpenGL function loaders: +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). +// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. - * About GLSL version: - * The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. - * On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" - * Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. - */ - -/* [Bruno Levy] C-style comment */ +// About GLSL version: +// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once -/* [Bruno Levy] */ -#ifdef __cplusplus -extern "C" { -#endif - -/* - * Specific OpenGL versions - *#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten - *#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android - */ - -/* Set default OpenGL3 loader to be gl3w */ -#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ - && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) -#define IMGUI_IMPL_OPENGL_LOADER_GL3W -#endif - +// Backend API IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); -/* Called by Init/NewFrame/Shutdown */ +// (Optional) Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); -/* [Bruno Levy] */ -#ifdef __cplusplus -} +// Specific OpenGL versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// Desktop OpenGL: attempt to detect default GL loader based on available header files. +// If auto-detection fails or doesn't select the same GL loader file as used by your application, +// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). +// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ + && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + #if defined(__has_include) + #if __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLEW + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GLAD + #elif __has_include() + #define IMGUI_IMPL_OPENGL_LOADER_GL3W + #else + #error "Cannot detect OpenGL loader!" + #endif + #else + #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W + #endif #endif - + diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.cpp b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.cpp index 59cffb01..aed30621 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.cpp +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.cpp @@ -16,6 +16,7 @@ #define WIN32_LEAN_AND_MEAN #endif #include +#include #include // [Bruno Levy] @@ -26,6 +27,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). @@ -78,7 +80,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) // Our mouse update function expect PlatformHandle to be filled for the main viewport g_hWnd = (HWND)hwnd; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)g_hWnd; + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplWin32_InitPlatformInterface(); @@ -98,6 +100,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; @@ -376,8 +379,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacter((unsigned short)wParam); + io.AddInputCharacter((unsigned int)wParam); return 0; case WM_SETCURSOR: if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) @@ -398,7 +400,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA // DPI handling // Those in theory should be simple calls but Windows has multiple ways to handle DPI, and most of them // require recent Windows versions at runtime or recent Windows SDK at compile-time. Neither we want to depend on. -// So we dynamically select and load those functions to avoid dependencies. This is the scheme successfully +// So we dynamically select and load those functions to avoid dependencies. This is the scheme successfully // used by GLFW (from which we borrowed some of the code here) and other applications aiming to be portable. //--------------------------------------------------------------------------------------------------------- // At this point ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. @@ -562,7 +564,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param data->HwndOwned = true; viewport->PlatformRequestResize = false; - viewport->PlatformHandle = data->Hwnd; + viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd; } static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) @@ -595,7 +597,7 @@ static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) { - // (Optional) Update Win32 style if it changed _after_ creation. + // (Optional) Update Win32 style if it changed _after_ creation. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); @@ -789,7 +791,8 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H static void ImGui_ImplWin32_UpdateMonitors() { ImGui::GetPlatformIO().Monitors.resize(0); - ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, LPARAM(0)); // [Bruno] LPARAM(0) + // [Bruno Levy] fourth parameter: NULL -> (LPARAM)(0) + ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, (LPARAM)(0)); g_WantUpdateMonitors = false; } diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.h b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.h index b44d2407..f621f7ac 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_impl_win32.h @@ -1,48 +1,27 @@ -/* dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) - * This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) - * Implemented features: - * [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) - * [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. - * [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). - * [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. - * [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. - */ - -/* [Bruno Levy] C-style comment */ +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. #pragma once -/* [Bruno Levy] */ -#ifdef _WIN32 -#ifdef __cplusplus -extern "C" { -#endif - IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); -/* - * DPI-related helpers (which run and compile without requiring 8.1 or 10, neither Windows version, neither associated SDK) - */ +// DPI-related helpers (which run and compile without requiring 8.1 or 10, neither Windows version, neither associated SDK) IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor -/* - * Handler for Win32 messages, update mouse/keyboard data. - * You may or not need this for your implementation, but it can serve as reference for handling inputs. - * Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. - */ +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Intentionally commented out to avoid dragging dependencies on types. You can COPY this line into your .cpp code instead. /* IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); */ - -/* [Bruno] */ -#ifdef __cplusplus -} -#endif -#endif - - diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_internal.h b/src/lib/geogram_gfx/third_party/ImGui/imgui_internal.h index b853e50e..ad103ce8 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_internal.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (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! @@ -36,35 +36,44 @@ Index of this file: #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf #include // INT_MIN, INT_MAX +// Visual Studio warnings #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) #endif -#ifdef __clang__ +// Clang/GCC warnings with -Weverything +#if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h -#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wc++98-compat-pedantic" // [Bruno Levy] #if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif #if __has_warning("-Wdouble-promotion") #pragma clang diagnostic ignored "-Wdouble-promotion" #endif +#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 +#pragma GCC diagnostic ignored "-Wc++98-compat-pedantic" // [Bruno Levy] #endif //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- +struct ImBoolVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColumnData; // Storage data for a single column struct ImGuiColumns; // Storage data for a columns set -struct ImGuiContext; // Main imgui context +struct ImGuiContext; // Main Dear ImGui context struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDockContext; // Docking system context struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) @@ -74,7 +83,8 @@ struct ImGuiInputTextState; // Internal state of the currently focused/e struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a directional navigation move query result -struct ImGuiNextWindowData; // Storage for SetNexWindow** functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it @@ -82,21 +92,24 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) -struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // 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 ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags -typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() -typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests -typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() -typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +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 ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() +typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() +typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +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 ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() //------------------------------------------------------------------------- // STB libraries includes @@ -121,7 +134,7 @@ namespace ImStb //----------------------------------------------------------------------------- #ifndef GImGui -extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. @@ -130,7 +143,20 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe //----------------------------------------------------------------------------- // Generic helpers //----------------------------------------------------------------------------- +// - Macros +// - Helpers: Misc +// - Helpers: Bit manipulation +// - Helpers: Geometry +// - Helpers: String, Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helper: ImBoolVector +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +//----------------------------------------------------------------------------- +// Macros #define IM_PI 3.14159265358979323846f #ifdef _WIN32 #define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!) @@ -138,11 +164,29 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe #define IM_NEWLINE "\n" #endif #define IM_TABSIZE (4) - -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#if (__cplusplus >= 201100) +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") +#else #define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] +#endif #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // + +// Error handling +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) IM_ASSERT((_EXPR) && (_MSG)) // Recoverable User Error +#endif + +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif +#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log +//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER @@ -151,28 +195,20 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe #define IMGUI_CDECL #endif -// Helpers: UTF-8 <> wchar -IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count -IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count -IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count -IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) -IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 -IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 - // Helpers: Misc -IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } #define ImQsort qsort +IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] #endif +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + // Helpers: Geometry IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); @@ -180,7 +216,7 @@ IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); -// Helpers: String +// Helpers: String, Formatting IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); @@ -199,6 +235,16 @@ IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) @@ -256,17 +302,17 @@ static inline float ImSaturate(float f) static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } -static inline float ImFloor(float f) { return (float)(int)f; } -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -// Helper: ImBoolVector. Store 1-bit per value. -// Note that Resize() currently clears the whole vector. -struct ImBoolVector +// Helper: ImBoolVector +// Store 1-bit per value. Note that Resize() currently clears the whole vector. +struct IMGUI_API ImBoolVector { ImVector Storage; ImBoolVector() { } @@ -276,29 +322,52 @@ struct ImBoolVector void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; } }; -// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. typedef int ImPoolIdx; template struct IMGUI_API ImPool { - ImVector Data; // Contiguous data + ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index ImPoolIdx FreeIdx; // Next free idx to use ImPool() { FreeIdx = 0; } ~ImPool() { Clear(); } - T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; } - T* GetByIndex(ImPoolIdx n) { return &Data[n]; } - ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); } - T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); } - bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); } - void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; } - T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } - void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); } - int GetSize() const { return Data.Size; } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + int GetSize() const { return Buf.Size; } +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct IMGUI_API ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } }; //----------------------------------------------------------------------------- @@ -318,7 +387,7 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held + ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated @@ -348,33 +417,44 @@ enum ImGuiColumnsFlags_ ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. }; +// Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10, - ImGuiSelectableFlags_PressedOnClick = 1 << 11, - ImGuiSelectableFlags_PressedOnRelease = 1 << 12, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, // FIXME: We may be able to remove this (added in 6251d379 for menus) - ImGuiSelectableFlags_AllowItemOverlap = 1 << 14 + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_PressedOnClick = 1 << 21, + ImGuiSelectableFlags_PressedOnRelease = 1 << 22, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25 +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 }; enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_None = 0, ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1 + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 }; // Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { + ImGuiItemFlags_None = 0, ImGuiItemFlags_NoTabStop = 1 << 0, // false ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 ImGuiItemFlags_NoNav = 1 << 3, // false ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current 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_Default_ = 0 }; @@ -385,10 +465,13 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_HoveredRect = 1 << 0, ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, 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" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to 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. #ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui-test only] + , // [imgui_tests only] ImGuiItemStatusFlags_Openable = 1 << 10, // ImGuiItemStatusFlags_Opened = 1 << 11, // ImGuiItemStatusFlags_Checkable = 1 << 12, // @@ -479,7 +562,8 @@ enum ImGuiNavMoveFlags_ 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_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible. + ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 }; enum ImGuiNavForward @@ -514,8 +598,9 @@ struct ImVec1 struct ImVec2ih { short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) { x = _x; y = _y; } + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } }; // 2D axis aligned bounding-box @@ -550,7 +635,7 @@ struct IMGUI_API ImRect void TranslateY(float dy) { Min.y += dy; Max.y += dy; } void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. - void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; @@ -586,11 +671,11 @@ struct ImGuiGroupData ImVec2 BackupCursorMaxPos; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; - ImVec2 BackupCurrentLineSize; - float BackupCurrentLineTextBaseOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; - bool AdvanceCursor; + bool EmitItem; }; // Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. @@ -603,7 +688,7 @@ struct IMGUI_API ImGuiMenuColumns ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); - float CalcExtraSpace(float avail_w); + float CalcExtraSpace(float avail_w) const; }; // Internal state of the currently focused/edited text input box @@ -621,39 +706,42 @@ struct IMGUI_API ImGuiInputTextState float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection - - // Temporarily set when active - ImGuiInputTextFlags UserFlags; - ImGuiInputTextCallback UserCallback; - void* UserCallbackData; - - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback + ImGuiInputTextCallback UserCallback; // " + void* UserCallbackData; // " + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) struct ImGuiWindowSettings { - char* Name; ImGuiID ID; - ImVec2 Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. - ImVec2 Size; - ImVec2 ViewportPos; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; ImGuiID ViewportId; - ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. ImGuiID ClassId; // ID of window class if specified short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; - ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ViewportPos = ImVec2(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = false; } + ImGuiWindowSettings() { ID = 0; Pos = Size = ViewportPos = ImVec2ih(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = false; } + char* GetName() { return (char*)(this + 1); } }; struct ImGuiSettingsHandler @@ -700,10 +788,12 @@ struct ImGuiColumns bool IsBeingResized; int Current; int Count; - float MinX, MaxX; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x float LineMinY, LineMaxY; - float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns() - float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() ImVector Columns; ImGuiColumns() { Clear(); } @@ -715,10 +805,10 @@ struct ImGuiColumns IsBeingResized = false; Current = 0; Count = 1; - MinX = MaxX = 0.0f; + OffMinX = OffMaxX = 0.0f; LineMinY = LineMaxY = 0.0f; - BackupCursorPosY = 0.0f; - BackupCursorMaxPosX = 0.0f; + HostCursorPosY = 0.0f; + HostCursorMaxPosX = 0.0f; Columns.clear(); } }; @@ -731,6 +821,7 @@ struct IMGUI_API ImDrawListSharedData float FontSize; // Current/default font size (optional, for simplified AddText overload) float CurveTessellationTol; ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // Const data // FIXME: Bake rounded corners fill/borders in atlas @@ -748,11 +839,6 @@ struct ImDrawDataBuilder IMGUI_API void FlattenIntoSingleLayer(); }; -enum ImGuiViewportFlagsPrivate_ -{ - ImGuiViewportFlags_CanHostOtherWindows = 1 << 10 // Normal viewports are associated to a single window. The main viewport can host multiple windows. -}; - // ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) // Note that every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport @@ -796,83 +882,100 @@ struct ImGuiNavMoveResult void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } }; +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasViewport = 1 << 7, + ImGuiNextWindowDataFlags_HasDock = 1 << 8, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 9 +}; + // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond ContentSizeCond; - ImGuiCond CollapsedCond; - ImGuiCond SizeConstraintCond; - ImGuiCond FocusCond; - ImGuiCond BgAlphaCond; - ImGuiCond ViewportCond; - ImGuiCond DockCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - bool PosUndock; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; - ImGuiID ViewportId; - ImGuiID DockId; - ImGuiWindowClass WindowClass; - ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it. + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it. + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; - ImGuiNextWindowData() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; - PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); - ContentSizeVal = ImVec2(0.0f, 0.0f); - PosUndock = CollapsedVal = false; - SizeConstraintRect = ImRect(); - SizeCallback = NULL; - SizeCallbackUserData = NULL; - BgAlphaVal = FLT_MAX; - ViewportId = DockId = 0; - MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - } +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; - void Clear() - { - PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = ViewportCond = DockCond = 0; - WindowClass = ImGuiWindowClass(); - } +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth(). + bool OpenVal; // Set by SetNextItemOpen() function. + ImGuiCond OpenCond; + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } }; //----------------------------------------------------------------------------- // Docking, Tabs //----------------------------------------------------------------------------- -struct ImGuiTabBarSortItem +struct ImGuiShrinkWidthItem { int Index; float Width; }; -struct ImGuiTabBarRef +struct ImGuiPtrOrIndex { - ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool. - int IndexInMainPool; + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. - ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; } - ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; } + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +// Extend ImGuiDockNodeFlags_ enum ImGuiDockNodeFlagsPrivate_ { // [Internal] - ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. - ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local - ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local // Tab bar is completely unavailable. No triangle in the corner to enable it back. - ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // + ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved. ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, - ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar, - ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace // When splitting those flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking }; // Store the source authority (dock node vs window) of a field @@ -883,6 +986,14 @@ enum ImGuiDataAuthority_ ImGuiDataAuthority_Window }; +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible +}; + // sizeof() 116~160 struct ImGuiDockNode { @@ -899,6 +1010,7 @@ struct ImGuiDockNode int SplitAxis; // [Split node only] Split axis (X or Y) ImGuiWindowClass WindowClass; + ImGuiDockNodeState State; ImGuiWindow* HostWindow; 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. @@ -907,25 +1019,28 @@ struct ImGuiDockNode int LastFrameActive; // Last frame number the node was updated. int LastFrameFocused; // Last frame number the node was focused. ImGuiID LastFocusedNodeID; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. - ImGuiID SelectedTabID; // [Tab node only] Which of our tab is selected. - ImGuiID WantCloseTabID; // [Tab node only] Set when closing a specific tab. + ImGuiID SelectedTabID; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabID; // [Leaf node only] Set when closing a specific tab/window. ImGuiDataAuthority AuthorityForPos :3; ImGuiDataAuthority AuthorityForSize :3; ImGuiDataAuthority AuthorityForViewport :3; bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) bool IsFocused :1; bool HasCloseButton :1; - bool HasCollapseButton :1; + bool HasWindowMenuButton :1; + bool EnableCloseButton :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 bool WantHiddenTabBarUpdate :1; bool WantHiddenTabBarToggle :1; + bool MarkedForPosSizeWrite :1; // Update by DockNodeTreeUpdatePosSize() write-filtering ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); bool IsRootNode() const { return ParentNode == NULL; } bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; } bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; } bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar @@ -943,69 +1058,82 @@ struct ImGuiDockNode struct ImGuiContext { bool Initialized; - bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame() - bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame() - bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImGuiStyle Style; - ImGuiConfigFlags ConfigFlagsForFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. ImDrawListSharedData DrawListSharedData; - double Time; int FrameCount; int FrameCountEnded; int FrameCountPlatformEnded; int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + + // Windows state ImVector Windows; // Windows, sorted in display order, back to front ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front ImVector WindowsSortBuffer; ImVector CurrentWindowStack; - ImGuiStorage WindowsById; - int WindowsActiveCount; - ImGuiWindow* CurrentWindow; // Being drawn into + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + 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 HoveredId; // Hovered widget bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget - ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) - bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. - bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state. - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEdited; - int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) - int ActiveIdBlockNavInputFlags; + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - ImVec2 LastValidMousePos; - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + + // Next window/item data + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + + // Shared stacks ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions - bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions - ImGuiCond NextTreeNodeOpenCond; // Viewports - ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + float CurrentDpiScale; // == CurrentViewport->DpiScale ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MouseViewport; ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. @@ -1026,7 +1154,7 @@ struct ImGuiContext ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging - ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most. ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f ImGuiWindow* NavWindowingList; float NavWindowingTimer; @@ -1048,7 +1176,7 @@ struct ImGuiContext ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request - ImGuiDir NavMoveClipDir; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) @@ -1081,24 +1209,27 @@ struct ImGuiContext ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly - unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads // Tab bars - ImPool TabBars; ImGuiTabBar* CurrentTabBar; - ImVector CurrentTabBarStack; - ImVector TabSortByWidthBuffer; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; // Widget state + ImVec2 LastValidMousePos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - ImVec4 ColorPickerRef; + float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastColor[3]; + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. 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 - ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? int TooltipOverrideCount; ImVector PrivateClipboard; // If no custom clipboard handler is defined @@ -1116,13 +1247,13 @@ struct ImGuiContext ImGuiDockContext* DockContext; // Settings - bool SettingsLoaded; - float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero - ImGuiTextBuffer SettingsIniData; // In memory .ini settings - ImVector SettingsHandlers; // List of .ini settings handlers - ImVector SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving) + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries - // Logging + // Capture/Logging bool LogEnabled; ImGuiLogType LogType; FILE* LogFile; // If != NULL log to stdout/ file @@ -1133,6 +1264,10 @@ struct ImGuiContext int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + // Debug Tools + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id + // Misc float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. int FramerateSecPerFrameIdx; @@ -1145,47 +1280,51 @@ struct ImGuiContext ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; - FrameScopeActive = FrameScopePushedImplicitWindow = false; - ConfigFlagsForFrame = ImGuiConfigFlags_None; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; Font = NULL; FontSize = FontBaseSize = 0.0f; FontAtlasOwnedByContext = shared_font_atlas ? false : true; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; HoveredWindowUnderMovingWindow = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; + HoveredId = 0; HoveredIdAllowOverlap = false; HoveredIdPreviousFrame = 0; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; - ActiveIdPreviousFrame = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; - ActiveIdHasBeenPressed = false; - ActiveIdHasBeenEdited = false; - ActiveIdPreviousFrameIsAlive = false; - ActiveIdPreviousFrameHasBeenEdited = false; - ActiveIdAllowNavDirFlags = 0x00; - ActiveIdBlockNavInputFlags = 0x00; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask = 0x00; ActiveIdClickOffset = ImVec2(-1,-1); - ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL; + ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; LastActiveId = 0; LastActiveIdTimer = 0.0f; - LastValidMousePos = ImVec2(0.0f, 0.0f); - MovingWindow = NULL; - NextTreeNodeOpenVal = false; - NextTreeNodeOpenCond = 0; + CurrentDpiScale = 0.0f; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; PlatformLastFocusedViewport = 0; @@ -1237,12 +1376,15 @@ struct ImGuiContext CurrentTabBar = NULL; + LastValidMousePos = ImVec2(0.0f, 0.0f); TempInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditLastHue = 0.0f; + ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; - ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); + ScrollbarClickDeltaToGrabCenter = 0.0f; TooltipOverrideCount = 0; MultiSelectScopeId = 0; @@ -1263,6 +1405,9 @@ struct ImGuiContext LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; + DebugItemPickerActive = false; + DebugItemPickerBreakID = 0; + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; @@ -1279,20 +1424,20 @@ struct ImGuiContext // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered. struct IMGUI_API ImGuiWindowTempData { - ImVec2 CursorPos; + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position in client area with padding - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame - ImVec2 CurrentLineSize; - float CurrentLineTextBaseOffset; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CurrLineSize; ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; - int TreeDepth; - ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; // Interaction rect - ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + int TreeDepth; // Current tree depth. + ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImGuiID LastItemId; // ID for last item + ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) + ImRect LastItemRect; // Interaction rect for last item + ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. int NavLayerActiveMask; // Which layer have been written to (result from previous frame) @@ -1302,7 +1447,7 @@ struct IMGUI_API ImGuiWindowTempData bool MenuBarAppending; // FIXME: Remove this ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. ImVector ChildWindows; - ImGuiStorage* StateStorage; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) @@ -1311,7 +1456,6 @@ struct IMGUI_API ImGuiWindowTempData // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window - float NextItemWidth; float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] ImVectorItemFlagsStack; ImVector ItemWidthStack; @@ -1327,10 +1471,10 @@ struct IMGUI_API ImGuiWindowTempData ImGuiWindowTempData() { CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f); - CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); - CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; + CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f); + CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; TreeDepth = 0; - TreeStoreMayJumpToParentOnPop = 0x00; + TreeMayJumpToParentOnPopMask = 0x00; LastItemId = 0; LastItemStatusFlags = 0; LastItemRect = LastItemDisplayRect = ImRect(); @@ -1347,7 +1491,6 @@ struct IMGUI_API ImGuiWindowTempData ItemFlags = ImGuiItemFlags_Default_; ItemWidth = 0.0f; - NextItemWidth = +FLT_MAX; TextWrapPos = -1.0f; memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); @@ -1372,20 +1515,20 @@ struct IMGUI_API ImGuiWindow ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed - ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. - ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. - ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() - ImVec2 WindowPadding; // Window padding at the time of begin. - float WindowRounding; // Window rounding at the time of begin. - float WindowBorderSize; // Window border size at the time of begin. + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). + float WindowBorderSize; // Window border size at the time of Begin(). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImVec2 Scroll; + ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis - bool ScrollbarX, ScrollbarY; + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool ViewportOwned; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; @@ -1395,15 +1538,16 @@ struct IMGUI_API ImGuiWindow bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== (HiddenFrames*** > 0)) + bool IsFallbackWindow; bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) - int AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; - int AutoFitChildAxises; ImGuiDir AutoPosLastDirection; int HiddenFramesCanSkipItems; // Hide the window for N frames int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size @@ -1414,22 +1558,29 @@ struct IMGUI_API ImGuiWindow ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack - ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. - ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerMainRect, InnerClipRect; + + // The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. ImVec2ih HitTestHoleSize, HitTestHoleOffset; - ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis + int LastFrameActive; // Last frame number the window was Active. int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; ImVector ColumnsStorage; - float FontWindowScale; // User scale multiplier per-window + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() float FontDpiScale; - int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back) + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; @@ -1443,6 +1594,10 @@ struct IMGUI_API ImGuiWindow ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + bool MemoryCompacted; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + // Docking ImGuiDockNode* DockNode; // Which node are we docked into ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) @@ -1460,17 +1615,19 @@ struct IMGUI_API ImGuiWindow ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } - float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale * FontDpiScale; } - float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } - ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. @@ -1490,6 +1647,7 @@ struct ImGuiItemHoveredDataBackup // Tab bar, tab item //----------------------------------------------------------------------------- +// Extend ImGuiTabBarFlags_ enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] @@ -1497,9 +1655,10 @@ enum ImGuiTabBarFlagsPrivate_ ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; +// Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Store whether p_open is set or not, which we need to recompute WidthContents during layout. + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Store whether p_open is set or not, which we need to recompute ContentWidth during layout. ImGuiTabItemFlags_Unsorted = 1 << 21, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. ImGuiTabItemFlags_Preview = 1 << 22 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) }; @@ -1515,9 +1674,10 @@ struct ImGuiTabItem int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames float Offset; // Position relative to beginning of tab float Width; // Width currently displayed - float WidthContents; // Width of actual contents, stored during BeginTabItem() call + float ContentWidth; // Width of actual contents, stored during BeginTabItem() call - ImGuiTabItem() { ID = 0; Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; } + // [Bruno Levy] silenced warnings: ID = Flags = 0; --> ID = 0; Flags = 0; (they do not have same signedness) + ImGuiTabItem() { ID = 0; Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } }; // Storage for a tab bar (sizeof() 92~96 bytes) @@ -1525,14 +1685,15 @@ struct ImGuiTabBar { ImVector Tabs; ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab + ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; - float ContentsHeight; + float LastTabContentHeight; // Record the height of contents submitted below the tab bar float OffsetMax; // Distance from BarRect.Min.x, locked during layout + float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. float ScrollingAnim; float ScrollingTarget; @@ -1540,7 +1701,7 @@ struct ImGuiTabBar float ScrollingSpeed; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; - int ReorderRequestDir; + ImS8 ReorderRequestDir; bool WantLayout; bool VisibleTabWasSubmitted; short LastTabItemIdx; // For BeginTabItem()/EndTabItem() @@ -1582,14 +1743,12 @@ namespace ImGui IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); - IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window); - IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window); IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); - IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); - IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); - IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } @@ -1602,10 +1761,12 @@ namespace ImGui // NewFrame IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseDragFromTitleBar(ImGuiWindow* window, ImGuiDockNode* node, bool from_collapse_button); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void ShowViewportThumbnails(); @@ -1618,6 +1779,13 @@ namespace ImGui IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); + IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } @@ -1632,21 +1800,21 @@ namespace ImGui IMGUI_API void PushOverrideID(ImGuiID id); // Basic Helpers for widget code - IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); + 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); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); - IMGUI_API float GetNextItemWidth(); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); - IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) - IMGUI_API ImVec2 GetWorkRectMax(); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. @@ -1659,7 +1827,7 @@ namespace ImGui IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); - IMGUI_API ImGuiWindow* GetFrontMostPopupModal(); + 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 = ImGuiPopupPositionPolicy_Default); @@ -1671,47 +1839,60 @@ namespace ImGui 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); - IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. IMGUI_API void SetNavID(ImGuiID id, int nav_layer); IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel); // Inputs - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; } - inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; } - + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + // [Bruno Levy] silenced warnings: 1 << dir --> 1u << dir (and also 1u << input) + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1u << dir)) != 0; } + inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1u << input)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f); + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } + inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } + // Docking // (some functions are only declared in imgui.cpp, see Docking section) IMGUI_API void DockContextInitialize(ImGuiContext* ctx); IMGUI_API void DockContextShutdown(ImGuiContext* ctx); IMGUI_API void DockContextOnLoadSettings(ImGuiContext* ctx); - IMGUI_API void DockContextRebuild(ImGuiContext* ctx); + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); IMGUI_API void DockContextUpdateUndocking(ImGuiContext* ctx); IMGUI_API void DockContextUpdateDocking(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); IMGUI_API void BeginAsDockableDragDropSource(ImGuiWindow* window); IMGUI_API void BeginAsDockableDragDropTarget(ImGuiWindow* window); IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); - IMGUI_API void ShowDockingDebug(); - // Docking - Builder function needs to be generally called before the DockSpace() node is submitted. + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); - IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); // Warning: DO NOT HOLD ON ImGuiDockNode* pointer, will be invalided by any split/merge/remove operation. + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } - IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags = 0); // Use (flags == ImGuiDockNodeFlags_DockSpace) to create a dockspace, otherwise it'll create a floating node. + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_persistent_docking_references = true); IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the root. IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); - IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_dir, ImGuiID* out_id_other); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); @@ -1725,9 +1906,13 @@ namespace ImGui // New Columns API (FIXME-WIP) IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void EndColumns(); // close columns - IMGUI_API void PushColumnClipRect(int column_index = -1); + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset); // Tab Bars IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); @@ -1749,11 +1934,10 @@ namespace ImGui IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); - IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); - IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); @@ -1761,29 +1945,39 @@ namespace ImGui IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); - IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); - IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); - IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags); - IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging IMGUI_API void TreePushOverrideID(ImGuiID id); // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. @@ -1796,13 +1990,13 @@ namespace ImGui // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); - IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format); + IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format); inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); } // Color @@ -1817,6 +2011,10 @@ namespace ImGui IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + // Debug Tools + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + } // namespace ImGui // ImFontAtlas internals @@ -1828,22 +2026,39 @@ IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); -// Test engine hooks (imgui-test) +// Debug Tools +// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +#ifndef IM_DEBUG_BREAK +#if defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +// Test Engine Hooks (imgui_tests) //#define IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0) +#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0) #endif -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop #endif #ifdef _MSC_VER diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp b/src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp index 17ec851b..6d50e6f5 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.70 WIP +// dear imgui, v1.74 WIP // (widgets code) /* @@ -24,6 +24,7 @@ Index of this file: // [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. // [SECTION] Widgets: BeginTabBar, EndTabBar, etc. // [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. */ @@ -51,7 +52,7 @@ Index of this file: #endif // Clang/GCC warnings with -Weverything -#ifdef __clang__ +#if defined(__clang__) #pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. @@ -63,10 +64,9 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #endif #elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -#if __GNUC__ >= 8 -#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead -#endif +#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 //------------------------------------------------------------------------- @@ -112,6 +112,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. //------------------------------------------------------------------------- +// - TextEx() [Internal] // - TextUnformatted() // - Text() // - TextV() @@ -139,7 +140,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) if (text_end == NULL) text_end = text + strlen(text); // FIXME-OPT - const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset); + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); if (text_end - text > 2000 && !wrap_enabled) @@ -212,7 +213,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) text_size.y = (pos - text_pos).y; ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } else @@ -221,7 +222,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size); + ItemSize(text_size, 0.0f); if (!ItemAdd(bb, 0)) return; @@ -320,7 +321,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float w = GetNextItemWidth(); + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); @@ -358,16 +359,18 @@ void ImGui::BulletTextV(const char* fmt, va_list args) const char* text_begin = g.TempBuffer; const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding - ItemSize(bb); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); if (!ItemAdd(bb, 0)) return; // Render - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, g.FontSize*0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } //------------------------------------------------------------------------- @@ -380,6 +383,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // - ArrowButton() // - CloseButton() [Internal] // - CollapseButton() [Internal] +// - ScrollbarEx() [Internal] // - Scrollbar() [Internal] // - Image() // - ImageButton() @@ -397,37 +401,37 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // See the series of events below and the corresponding state reported by dear imgui: //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() -// Frame N+0 (mouse is outside bb) - - - - - - -// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - // Frame N+2 (mouse button is down) - true true true - true -// Frame N+3 (mouse button is down) - true true - - - +// Frame N+3 (mouse button is down) - true true - - - // Frame N+4 (mouse moves outside bb) - - true - - - // Frame N+5 (mouse moves inside bb) - true true - - - -// Frame N+6 (mouse button is released) true true - - true - -// Frame N+7 (mouse button is released) - true - - - - -// Frame N+8 (mouse moves outside bb) - - - - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) true true true true - true -// Frame N+3 (mouse button is down) - true true - - - -// Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+2 (mouse button is down) - true - - - true -// Frame N+3 (mouse button is down) - true - - - - +// Frame N+3 (mouse button is down) - true - - - - // Frame N+6 (mouse button is released) true true - - - - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() // Frame N+0 (mouse button is down) - true - - - true -// Frame N+1 (mouse button is down) - true - - - - +// Frame N+1 (mouse button is down) - true - - - - // Frame N+2 (mouse button is released) - true - - - - -// Frame N+3 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - // Frame N+4 (mouse button is down) true true true true - true -// Frame N+5 (mouse button is down) - true true - - - +// Frame N+5 (mouse button is down) - true true - - - // Frame N+6 (mouse button is released) - true - - true - -// Frame N+7 (mouse button is released) - true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // Note that some combinations are supported, // - PressedOnDragDropHold can generally be associated with any flag. @@ -437,7 +441,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Repeat+ Repeat+ Repeat+ Repeat+ // PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- -// Frame N+0 (mouse button is down) - true - true +// Frame N+0 (mouse button is down) - true - true // ... - - - - // Frame N + RepeatDelay true true - true // ... - - - - @@ -484,7 +488,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { hovered = true; SetHoveredID(id); - if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, 0.70f, 0.00f)) { pressed = true; FocusWindow(window); @@ -545,7 +549,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + 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) @@ -555,7 +559,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetActiveID(id, window); if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } } @@ -563,7 +566,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.ActiveId == id) { if (pressed) - g.ActiveIdHasBeenPressed = true; + g.ActiveIdHasBeenPressedBefore = true; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (g.ActiveIdIsJustActivated) @@ -611,8 +614,8 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) - pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); const ImRect bb(pos, pos + size); @@ -624,8 +627,6 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); - if (pressed) - MarkItemEdited(id); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); @@ -691,7 +692,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); - ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); if (!ItemAdd(bb, id)) return false; @@ -702,10 +703,11 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderNavHighlight(bb, id); - RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); - RenderArrow(bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), dir); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); return pressed; } @@ -717,14 +719,14 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). - const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); bool is_clipped = !ItemAdd(bb, id); bool hovered, held; @@ -733,11 +735,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) return pressed; // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); - float cross_extent = (radius * 0.7071f) - 1.0f; + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); @@ -757,48 +760,28 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + // Render //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); - ImVec2 off = dock_node ? ImVec2((float)(int)(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); - ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(bb.GetCenter() + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, col, 9); + window->DrawList->AddCircleFilled(center + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); if (dock_node) - RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, GetColorU32(ImGuiCol_Text)); + RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); else - RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) - { - bool can_extract_dock_node = false; - if (dock_node != NULL && dock_node->VisibleWindow && !(dock_node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) - { - ImGuiDockNode* root_node = DockNodeGetRootNode(dock_node); - if (root_node->OnlyNodeWithWindows != dock_node || (root_node->CentralNode != NULL)) - can_extract_dock_node = true; - } - if (can_extract_dock_node) - { - float threshold_base = g.FontSize; - float threshold_x = (threshold_base * 2.2f); - float threshold_y = (threshold_base * 1.5f); - IM_ASSERT(window->DockNodeAsHost != NULL); - if (g.IO.MouseDragMaxDistanceAbs[0].x > threshold_x || g.IO.MouseDragMaxDistanceAbs[0].y > threshold_y) - DockContextQueueUndockNode(&g, dock_node); - } - else - { - ImVec2 backup_active_click_offset = g.ActiveIdClickOffset; - StartMouseMovingWindow(window); - g.ActiveIdClickOffset = backup_active_click_offset; - } - } + StartMouseDragFromTitleBar(window, dock_node, true); return pressed; } -ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } @@ -808,125 +791,128 @@ ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis) // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. -void ImGui::Scrollbar(ImGuiAxis axis) +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; - const bool horizontal = (axis == ImGuiAxis_X); - const ImGuiStyle& style = g.Style; - const ImGuiID id = GetScrollbarID(window, axis); - KeepAliveID(id); - - // Render background - bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX); - float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f; - const ImRect host_rect = window->Rect(); - const float border_size = window->WindowBorderSize; - ImRect bb = horizontal - ? ImRect(host_rect.Min.x + border_size, host_rect.Max.y - style.ScrollbarSize, host_rect.Max.x - other_scrollbar_size_w - border_size, host_rect.Max.y - border_size) - : ImRect(host_rect.Max.x - style.ScrollbarSize, host_rect.Min.y + border_size, host_rect.Max.x - border_size, host_rect.Max.y - other_scrollbar_size_w - border_size); - bb.Min.x = ImMax(host_rect.Min.x, bb.Min.x); // Handle case where the host rectangle is smaller than the scrollbar - bb.Min.y = ImMax(host_rect.Min.y, bb.Min.y); - if (!horizontal) - bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f); // FIXME: InnerRect? - - const float bb_width = bb.GetWidth(); - const float bb_height = bb.GetHeight(); - if (bb_width <= 0.0f || bb_height <= 0.0f) - return; + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) float alpha = 1.0f; - if ((axis == ImGuiAxis_Y) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f) - { - alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); - if (alpha <= 0.0f) - return; - } + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; const bool allow_interaction = (alpha >= 1.0f); + const bool horizontal = (axis == ImGuiAxis_X); - int window_rounding_corners; - if (horizontal) - window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - else - window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners); - bb.Expand(ImVec2(-ImClamp((float)(int)((bb_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) - float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); - float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; - float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; - float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; + const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; - const bool previously_held = (g.ActiveId == id); ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); - float scroll_ratio = ImSaturate(scroll_v / scroll_max); + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; if (held && allow_interaction && grab_h_norm < 1.0f) { float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; - float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); SetHoveredID(id); bool seek_absolute = false; - if (!previously_held) + if (g.ActiveIdIsJustActivated) { // On initial click calculate the distance between mouse and the center of the grab - if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm) - { - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; - } + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; else - { - seek_absolute = true; - *click_delta_to_grab_center_v = 0.0f; - } + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } // Apply scroll - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position - const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm)); - scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); - if (horizontal) - window->Scroll.x = scroll_v; - else - window->Scroll.y = scroll_v; + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); // Update values for rendering - scroll_ratio = ImSaturate(scroll_v / scroll_max); + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated if (seek_absolute) - *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f; + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; } - // Render grab + // Render + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); ImRect grab_rect; if (horizontal) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, host_rect.Max.x), bb.Max.y); + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, host_rect.Max.y)); + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetWindowScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; + IM_ASSERT(scrollbar_size > 0.0f); + const float other_scrollbar_size = window->ScrollbarSizes[axis]; + ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; + ImRect bb; + if (axis == ImGuiAxis_X) + { + bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); + rounding_corners |= ImDrawCornerFlags_BotLeft; + } + else + { + bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); + rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + } + ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); } void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) @@ -1022,10 +1008,17 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); - if (*v) + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); - RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), square_sz - pad*2.0f); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); } if (g.LogEnabled) @@ -1072,8 +1065,8 @@ bool ImGui::RadioButton(const char* label, bool active) return false; ImVec2 center = check_bb.GetCenter(); - center.x = (float)(int)center.x + 0.5f; - center.y = (float)(int)center.y + 0.5f; + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; @@ -1085,7 +1078,7 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { - const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); } @@ -1103,6 +1096,7 @@ bool ImGui::RadioButton(const char* label, bool active) return pressed; } +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); @@ -1122,7 +1116,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) @@ -1156,7 +1150,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1166,8 +1160,9 @@ void ImGui::Bullet() } // Render and stay on same line - RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f)); - SameLine(0, style.FramePadding.x*2); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); } //------------------------------------------------------------------------- @@ -1177,9 +1172,10 @@ void ImGui::Bullet() // - Dummy() // - NewLine() // - AlignTextToFramePadding() +// - SeparatorEx() [Internal] // - Separator() -// - VerticalSeparator() [Internal] // - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] //------------------------------------------------------------------------- void ImGui::Spacing() @@ -1210,7 +1206,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; - if (window->DC.CurrentLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0,0)); else ItemSize(ImVec2(0.0f, g.FontSize)); @@ -1224,74 +1220,86 @@ void ImGui::AlignTextToFramePadding() return; ImGuiContext& g = *GImGui; - window->DC.CurrentLineSize.y = ImMax(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); - window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y); + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } // Horizontal/vertical separating line -void ImGui::Separator() +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - // Those flags should eventually be overrideable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + ImGuiContext& g = *GImGui; IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { - VerticalSeparator(); - return; - } - - // Horizontal Separator - if (window->DC.CurrentColumns) - PopClipRect(); - - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - if (!window->DC.GroupStack.empty()) - x1 += window->DC.Indent.x; + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f)); - ItemSize(ImVec2(0.0f, 1.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit - if (!ItemAdd(bb, 0)) - { - if (window->DC.CurrentColumns) - PushColumnClipRect(); - return; + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator)); + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); - if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + if (!ItemAdd(bb, 0)) + { + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + return; + } - if (window->DC.CurrentColumns) - { - PushColumnClipRect(); - window->DC.CurrentColumns->LineMinY = window->DC.CursorPos.y; + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } } } -void ImGui::VerticalSeparator() +void ImGui::Separator() { - ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems) - return; ImGuiContext& g = *GImGui; - - float y1 = window->DC.CursorPos.y; - float y2 = window->DC.CursorPos.y + window->DC.CurrentLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2)); - ItemSize(ImVec2(1.0f, 0.0f)); - if (!ItemAdd(bb, 0)) + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) return; - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); - if (g.LogEnabled) - LogText(" |"); + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. @@ -1347,11 +1355,56 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float // Render const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); return held; } +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- @@ -1372,8 +1425,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; - g.NextWindowData.SizeConstraintCond = 0; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -1386,7 +1439,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float expected_w = GetNextItemWidth(); + const float expected_w = CalcItemWidth(); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -1402,11 +1455,14 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); RenderNavHighlight(frame_bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); if (!(flags & ImGuiComboFlags_NoArrowButton)) { - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - RenderArrow(ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) @@ -1425,9 +1481,9 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF if (!popup_open) return false; - if (backup_next_window_size_constraint) + if (has_window_size_constraint) { - g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else @@ -1457,8 +1513,10 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF SetNextWindowPos(pos); } + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + // Horizontally align ourselves with the framed text - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); bool ret = Begin(name, NULL, window_flags); PopStyleVar(); @@ -1517,7 +1575,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi items_getter(data, *current_item, &preview_value); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) @@ -1630,25 +1688,25 @@ const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) return &GDataTypeInfo[data_type]; } -int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format) +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { // Signedness doesn't matter when pushing integer arguments if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) - return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); if (data_type == ImGuiDataType_Float) - return ImFormatString(buf, buf_size, format, *(const float*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const float*)p_data); if (data_type == ImGuiDataType_Double) - return ImFormatString(buf, buf_size, format, *(const double*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const double*)p_data); if (data_type == ImGuiDataType_S8) - return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); if (data_type == ImGuiDataType_U8) - return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); if (data_type == ImGuiDataType_S16) - return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); if (data_type == ImGuiDataType_U16) - return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr); + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); IM_ASSERT(0); return 0; } @@ -1705,7 +1763,7 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; @@ -1731,7 +1789,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int data_backup[2]; const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); IM_ASSERT(type_info->Size <= sizeof(data_backup)); - memcpy(data_backup, data_ptr, type_info->Size); + memcpy(data_backup, p_data, type_info->Size); if (format == NULL) format = type_info->ScanFmt; @@ -1740,7 +1798,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int arg1i = 0; if (data_type == ImGuiDataType_S32) { - int* v = (int*)data_ptr; + int* v = (int*)p_data; int arg0i = *v; float arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0i) < 1) @@ -1755,7 +1813,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in format = "%f"; - float* v = (float*)data_ptr; + float* v = (float*)p_data; float arg0f = *v, arg1f = 0.0f; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1769,7 +1827,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b else if (data_type == ImGuiDataType_Double) { format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)data_ptr; + double* v = (double*)p_data; double arg0f = *v, arg1f = 0.0; if (op && sscanf(initial_value_buf, format, &arg0f) < 1) return false; @@ -1784,7 +1842,7 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b { // All other types assign constant // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, data_ptr); + sscanf(buf, format, p_data); } else { @@ -1792,18 +1850,18 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b int v32; sscanf(buf, format, &v32); if (data_type == ImGuiDataType_S8) - *(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) - *(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); else if (data_type == ImGuiDataType_S16) - *(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); else if (data_type == ImGuiDataType_U16) - *(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); else IM_ASSERT(0); } - return memcmp(data_backup, data_ptr, type_info->Size) != 0; + return memcmp(data_backup, p_data, type_info->Size) != 0; } static float GetMinimumStepAtDecimalPrecision(int decimal_precision) @@ -1871,11 +1929,14 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool has_min_max = (v_min != v_max); - const bool is_power = (power != 1.0f && is_decimal && has_min_max && (v_max - v_min < FLT_MAX)); + const bool is_clamped = (v_min < v_max); + const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX)); + const bool is_locked = (v_min > v_max); + if (is_locked) + return false; // Default tweak speed - if (v_speed == 0.0f && has_min_max && (v_max - v_min < FLT_MAX)) + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings @@ -1903,7 +1964,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; - bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) { @@ -1927,12 +1988,12 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); - v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); v_old_ref_for_accum_remainder = v_old_norm_curved; } else { - v_cur += (TYPE)g.DragCurrentAccum; + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; } // Round to user desired precision based on format string @@ -1955,7 +2016,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const v_cur = (TYPE)0; // Clamp values (+ handle overflow/wrap-around for integer types) - if (*v != v_cur && has_min_max) + if (*v != v_cur && is_clamped) { if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) v_cur = v_min; @@ -1970,7 +2031,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const return true; } -bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags) +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags) { ImGuiContext& g = *GImGui; if (g.ActiveId == id) @@ -1985,36 +2046,37 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_s switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; } - case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags); - case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags); - case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags); - case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags); - case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags); - case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags); + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, power, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; if (power != 1.0f) - IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = GetNextItemWidth(); - + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -2043,7 +2105,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) { temp_input_start = true; @@ -2052,7 +2114,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa } } if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2060,13 +2122,13 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); // Drag behavior - const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None); + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, power, ImGuiDragFlags_None); if (value_changed) MarkItemEdited(id); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) @@ -2076,7 +2138,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa return value_changed; } -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2086,20 +2148,27 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, power); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2133,7 +2202,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2, GetNextItemWidth()); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); PopItemWidth(); @@ -2178,7 +2247,7 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ ImGuiContext& g = *GImGui; PushID(label); BeginGroup(); - PushMultiItemsWidths(2, GetNextItemWidth()); + PushMultiItemsWidths(2, CalcItemWidth()); bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); PopItemWidth(); @@ -2373,7 +2442,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; TYPE v_new_off_floor = (TYPE)(v_new_off_f); TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); - if (!is_decimal && v_new_off_floor < v_new_off_round) + if (v_new_off_floor < v_new_off_round) v_new = v_min + v_new_off_round; else v_new = v_min + v_new_off_floor; @@ -2415,39 +2484,41 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // For 32-bits and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. -bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) { switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; } + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN/2 && *(const ImS32*)p_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_S64: - IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN/2 && *(const ImS64*)p_max <= IM_S64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_Float: - IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const float*)p_min >= -FLT_MAX/2.0f && *(const float*)p_max <= FLT_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_Double: - IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const double*)p_min >= -DBL_MAX/2.0f && *(const double*)p_max <= DBL_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, power, flags, out_grab_bb); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2456,7 +2527,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = GetNextItemWidth(); + const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); @@ -2485,7 +2556,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) { temp_input_start = true; @@ -2494,7 +2565,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co } } if (temp_input_is_active || temp_input_start) - return TempInputTextScalar(frame_bb, id, label, data_type, v, format); + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2503,7 +2574,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_None, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2513,7 +2584,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); if (label_size.x > 0.0f) @@ -2534,20 +2605,27 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); - SameLine(0, g.Style.ItemInnerSpacing.x); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -2602,7 +2680,7 @@ bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); } -bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2632,7 +2710,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); } // Draw frame @@ -2642,7 +2720,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2653,7 +2731,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; - const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -2766,7 +2844,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) // Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. -bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format) { ImGuiContext& g = *GImGui; @@ -2779,11 +2857,12 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); - DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); g.CurrentWindow->DC.CursorPos = bb.Min; - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); if (init) { @@ -2792,11 +2871,17 @@ bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, g.TempInputTextId = g.ActiveId; } if (value_changed) - return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL); - return false; + { + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + if (value_changed) + MarkItemEdited(id); + } + return value_changed; } -bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2809,22 +2894,23 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p format = DataTypeGetInfo(data_type)->PrintFmt; char buf[64]; - DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format); + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); bool value_changed = false; if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) flags |= ImGuiInputTextFlags_CharsDecimal; flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. - if (step != NULL) + if (p_step != NULL) { const float button_size = GetFrameHeight(); BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); - SetNextItemWidth(ImMax(1.0f, GetNextItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; @@ -2835,17 +2921,22 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) { - DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step); + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } - SameLine(0, style.ItemInnerSpacing.x); - TextEx(label, FindRenderedTextEnd(label)); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } style.FramePadding = backup_frame_padding; PopID(); @@ -2854,13 +2945,15 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_p else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format); + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); return value_changed; } -bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags) +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2870,20 +2963,27 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in bool value_changed = false; BeginGroup(); PushID(label); - PushMultiItemsWidths(components, GetNextItemWidth()); + PushMultiItemsWidths(components, CalcItemWidth()); size_t type_size = GDataTypeInfo[data_type].Size; for (int i = 0; i < components; i++) { PushID(i); - value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags); - SameLine(0, g.Style.ItemInnerSpacing.x); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); PopID(); PopItemWidth(); - v = (void*)((char*)v + type_size); + p_data = (void*)((char*)p_data + type_size); } PopID(); - TextEx(label, FindRenderedTextEnd(label)); + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + EndGroup(); return value_changed; } @@ -3063,7 +3163,7 @@ namespace ImStb static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) @@ -3138,21 +3238,21 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) -#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left -#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right -#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up -#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down -#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line -#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line -#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text -#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text -#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor -#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor -#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo -#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo -#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word -#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word -#define STB_TEXTEDIT_K_SHIFT 0x20000 +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION #include "imstb_textedit.h" @@ -3239,6 +3339,10 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return false; } + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) if (c >= 0xE000 && c <= 0xF8FF) return false; @@ -3320,11 +3424,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f)); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; if (is_multiline) { if (!ItemAdd(total_bb, id, &frame_bb)) @@ -3339,9 +3446,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); return false; } - draw_window = GetCurrentWindow(); + draw_window = g.CurrentWindow; // Child window draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight - size.x -= draw_window->ScrollbarSizes.x; + inner_size.x -= draw_window->ScrollbarSizes.x; } else { @@ -3364,8 +3471,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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_NavKeyboard)); - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y); + 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); @@ -3421,12 +3528,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); + + // Declare our inputs IM_ASSERT(ImGuiNavInput_COUNT < 32); - g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + if (is_multiline) + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead. if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_); - if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) - g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -3578,8 +3691,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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) SetWindowScrollY(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); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | 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); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } @@ -3594,7 +3707,7 @@ 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)) + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) { 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)) @@ -3825,7 +3938,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); @@ -3906,7 +4019,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) if (is_multiline) - text_size = ImVec2(size.x, line_count * g.FontSize); + text_size = ImVec2(inner_size.x, line_count * g.FontSize); } // Scroll @@ -3915,11 +4028,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Horizontal scroll in chunks of quarter width if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { - const float scroll_increment_x = size.x * 0.25f; + const float scroll_increment_x = inner_size.x * 0.25f; if (cursor_offset.x < state->ScrollX) - state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x); - else if (cursor_offset.x - size.x >= state->ScrollX) - state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x); + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - inner_size.x >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); } else { @@ -3932,11 +4045,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = draw_window->Scroll.y; if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - size.y >= scroll_y) - scroll_y = cursor_offset.y - size.y; - draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + else if (cursor_offset.y - inner_size.y >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y; + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; - draw_pos.y = draw_window->DC.CursorPos.y; } state->CursorFollow = false; @@ -3968,7 +4080,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) @@ -4008,7 +4120,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Render text only (no selection, no cursor) if (is_multiline) - text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->CurLenA; else if (!is_displaying_hint) @@ -4038,7 +4150,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (value_changed) + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); @@ -4080,9 +4192,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); - const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_items_all = GetNextItemWidth() - w_extra; + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); @@ -4118,17 +4232,26 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // 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 (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + f[0] = g.ColorEditLastHue; + } 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]) }; bool value_changed = false; bool value_changed_as_float = false; + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; @@ -4151,14 +4274,17 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (n > 0) SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // Disable Hue edit when Saturation is zero + const bool disable_hue_edit = (n == 0 && (flags & ImGuiColorEditFlags_DisplayHSV) && i[1] == 0); if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); value_changed_as_float |= value_changed; } else { - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + value_changed |= DragInt(ids[n], &i[n], 1.0f, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context"); @@ -4172,7 +4298,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); else ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); - SetNextItemWidth(w_items_all); + SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; @@ -4192,8 +4318,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { - if (!(flags & ImGuiColorEditFlags_NoInputs)) - SameLine(0, style.ItemInnerSpacing.x); + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); if (ColorButton("##ColorButton", col_v4, flags)) @@ -4218,7 +4344,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag Spacing(); } ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); EndPopup(); @@ -4227,7 +4353,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - SameLine(0, style.ItemInnerSpacing.x); + window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); TextEx(label, label_display_end); } @@ -4238,7 +4364,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag for (int n = 0; n < 4; n++) f[n] = i[n] / 255.0f; if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -4340,17 +4470,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU } // Helper for ColorPicker4() -static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w) +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE); + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) // FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { ImGuiContext& g = *GImGui; @@ -4362,6 +4494,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImGuiStyle& style = g.Style; ImGuiIO& io = g.IO; + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + PushID(label); BeginGroup(); @@ -4388,10 +4523,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 picker_pos = window->DC.CursorPos; float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = ImMax(bars_width * 1, GetNextItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; - float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f); + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); @@ -4410,9 +4545,16 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float H = col[0], S = col[1], V = col[2]; float R = col[0], G = col[1], B = col[2]; if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + H = g.ColorEditLastHue; + } else if (flags & ImGuiColorEditFlags_InputHSV) + { ColorConvertHSVtoRGB(H, S, V, R, G, B); + } bool value_changed = false, value_changed_h = false, value_changed_sv = false; @@ -4534,6 +4676,8 @@ 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]); + g.ColorEditLastHue = H; + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4587,6 +4731,8 @@ 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 (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + H = g.ColorEditLastHue; } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -4597,17 +4743,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } - ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f)); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! - const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) }; ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel - const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { @@ -4615,13 +4766,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness); + draw_list->PathStroke(col_white, false, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]); } // Render Cursor + preview on Hue Wheel @@ -4631,8 +4782,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); @@ -4642,46 +4793,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE); - draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS); - draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK); - draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS); - draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK); - RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f); - sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]); - float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f); + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12); + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // Render alpha bar if (alpha_bar) { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK); - float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); @@ -4736,7 +4887,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl bb_inner.Expand(off); if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { - float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f); + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); } @@ -4773,9 +4924,6 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); - if (pressed) - MarkItemEdited(id); - return pressed; } @@ -4929,9 +5077,8 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // - TreeNodeBehavior() [Internal] // - TreePush() // - TreePop() -// - TreeAdvanceToLabelPos() // - GetTreeNodeToLabelSpacing() -// - SetNextTreeNodeOpen() +// - SetNextItemOpen() // - CollapsingHeader() //------------------------------------------------------------------------- @@ -5025,17 +5172,17 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (flags & ImGuiTreeNodeFlags_Leaf) return true; - // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions) + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.NextTreeNodeOpenCond != 0) + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) { - if (g.NextTreeNodeOpenCond & ImGuiCond_Always) + if (g.NextItemData.OpenCond & ImGuiCond_Always) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -5044,7 +5191,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { - is_open = g.NextTreeNodeOpenVal; + is_open = g.NextItemData.OpenVal; storage->SetInt(id, is_open); } else @@ -5052,7 +5199,6 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) is_open = stored_value != 0; } } - g.NextTreeNodeOpenCond = 0; } else { @@ -5076,38 +5222,45 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f); + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it - const float frame_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(GetWorkRectMax().x, window->DC.CursorPos.y + frame_height)); + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding - frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; - frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } - const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser - ItemSize(ImVec2(text_width, frame_height), text_base_offset_y); + const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing - // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeStoreMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; @@ -5126,7 +5279,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // - OpenOnDoubleClick .............. double-click anywhere to open // - OpenOnArrow .................... single-click on arrow to open // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open - ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers; + ImGuiButtonFlags button_flags = 0; if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) @@ -5134,21 +5287,31 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float hit_padding_x = style.TouchExtraPadding.x; + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - hit_padding_x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x; + if (window != g.HoveredWindow || !(g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2)) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); - bool toggled = false; if (!is_leaf) { + bool toggled = false; if (pressed) { - toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - toggled |= g.IO.MouseDoubleClicked[0]; + toggled |= (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2) && (!g.NavDisableMouseHover); // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + toggled = true; if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = false; } @@ -5168,6 +5331,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) @@ -5178,15 +5342,22 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type - RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); - RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) { // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. @@ -5206,14 +5377,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Unframed typed for tree nodes if (hovered || selected) { - RenderFrame(frame_bb.Min, frame_bb.Max, col, false); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); RenderNavHighlight(frame_bb, id, nav_highlight_flags); } - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); @@ -5256,24 +5427,21 @@ void ImGui::TreePop() Unindent(); window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeStoreMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) { SetNavID(window->IDStack.back(), g.NavLayer); NavMoveRequestCancel(); } - window->DC.TreeStoreMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); } -void ImGui::TreeAdvanceToLabelPos() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing(); -} - // Horizontal distance preceding label when using TreeNode() or Bullet() float ImGui::GetTreeNodeToLabelSpacing() { @@ -5281,13 +5449,15 @@ float ImGui::GetTreeNodeToLabelSpacing() return g.FontSize + (g.Style.FramePadding.x * 2.0f); } -void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.NextTreeNodeOpenVal = is_open; - g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } // CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). @@ -5311,15 +5481,19 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + bool is_open = TreeNodeBehavior(id, flags, label); if (p_open) { - // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; ImGuiItemHoveredDataBackup last_item_backup; - float button_radius = g.FontSize * 0.5f; - ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y); - if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius)) + float button_size = g.FontSize; + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) *p_open = false; last_item_backup.Restore(); } @@ -5345,15 +5519,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const ImGuiStyle& style = g.Style; if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. - PopClipRect(); + PushColumnsBackground(); ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); ImVec2 pos = window->DC.CursorPos; - pos.y += window->DC.CurrentLineTextBaseOffset; + pos.y += window->DC.CurrLineTextBaseOffset; ImRect bb_inner(pos, pos + size); - ItemSize(size); + ItemSize(size, 0.0f); // Fill horizontal space. ImVec2 window_padding = window->WindowPadding; @@ -5367,8 +5541,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // Selectables are tightly packed together so we extend the box to cover spacing between selectable. const float spacing_x = style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; - const float spacing_L = (float)(int)(spacing_x * 0.50f); - const float spacing_U = (float)(int)(spacing_y * 0.50f); + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; bb.Max.x += (spacing_x - spacing_L); @@ -5389,7 +5563,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (!item_add) { if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) - PushColumnClipRect(); + PopColumnsBackground(); return false; } @@ -5408,13 +5582,16 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) - if (pressed || hovered) + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { g.NavDisableHighlight = true; SetNavID(id, window->DC.NavLayerCurrent); } + } if (pressed) MarkItemEdited(id); @@ -5426,6 +5603,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); @@ -5435,7 +5614,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) { - PushColumnClipRect(); + PopColumnsBackground(); bb.Max.x -= (GetContentRegionMax().x - max_x); } @@ -5477,20 +5656,22 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImGuiStyle& style = GetStyle(); + const ImGuiStyle& style = g.Style; const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, GetNextItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) { @@ -5522,7 +5703,7 @@ bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_item // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). ImVec2 size; size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); return ListBoxHeader(label, size); } @@ -5603,7 +5784,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const ImVec2 label_size = CalcTextSize(label, NULL, true); if (frame_size.x == 0.0f) - frame_size.x = GetNextItemWidth(); + frame_size.x = CalcItemWidth(); if (frame_size.y == 0.0f) frame_size.y = label_size.y + (style.FramePadding.y * 2); @@ -5782,10 +5963,10 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // [SECTION] MenuItem, BeginMenu, EndMenu, etc. //------------------------------------------------------------------------- // - ImGuiMenuColumns [Internal] -// - BeginMainMenuBar() -// - EndMainMenuBar() // - BeginMenuBar() // - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() // - BeginMenu() // - EndMenu() // - MenuItem() @@ -5802,7 +5983,7 @@ ImGuiMenuColumns::ImGuiMenuColumns() void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { IM_ASSERT(count == IM_ARRAYSIZE(Pos)); - (void)count; // [Bruno Levy] silence a warning + IM_UNUSED(count); Width = NextWidth = 0.0f; Spacing = spacing; if (clear) @@ -5811,7 +5992,7 @@ void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { if (i > 0 && NextWidths[i] > 0.0f) Width += Spacing; - Pos[i] = (float)(int)Width; + Pos[i] = IM_FLOOR(Width); Width += NextWidths[i]; NextWidths[i] = 0.0f; } @@ -5828,47 +6009,15 @@ float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using v return ImMax(Width, NextWidth); } -float ImGuiMenuColumns::CalcExtraSpace(float avail_w) +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const { return ImMax(0.0f, avail_w - Width); } -// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. -bool ImGui::BeginMainMenuBar() -{ - ImGuiContext& g = *GImGui; - ImGuiViewport* viewport = g.Viewports[0]; - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - SetNextWindowPos(viewport->Pos); - SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); - SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set. - PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); - g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { - End(); - return false; - } - return true; //-V1020 -} - -void ImGui::EndMainMenuBar() -{ - EndMenuBar(); - - // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window - // FIXME: With this strategy we won't be able to restore a NULL focus. - ImGuiContext& g = *GImGui; - if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) - FocusTopMostWindowUnderOne(g.NavWindow, NULL); - - End(); -} - +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); @@ -5878,13 +6027,13 @@ bool ImGui::BeginMenuBar() return false; IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize)) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -5930,7 +6079,7 @@ void ImGui::EndMenuBar() PopClipRect(); PopID(); window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - window->DC.GroupStack.back().AdvanceCursor = false; + window->DC.GroupStack.back().EmitItem = false; EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; @@ -5938,6 +6087,42 @@ void ImGui::EndMenuBar() window->DC.MenuBarAppending = false; } +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewport* viewport = g.Viewports[0]; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(viewport->Pos); + SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + bool ImGui::BeginMenu(const char* label, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); @@ -5966,24 +6151,23 @@ bool ImGui::BeginMenu(const char* label, bool enabled) // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(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(). + 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 { // Menu inside a menu popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame + float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); - if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); - if (!enabled) PopStyleColor(); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); } const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); @@ -6109,23 +6293,25 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); - ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation we render neither the shortcut neither the selected tick mark float w = label_size.x; - window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); PopStyleVar(); - window->DC.CursorPos.x += (float)(int)(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(). + 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 { ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); - float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame + float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); if (shortcut_size.x > 0.0f) @@ -6191,8 +6377,8 @@ ImGuiTabBar::ImGuiTabBar() ID = 0; SelectedTabId = NextSelectedTabId = VisibleTabId = 0; CurrFrameVisible = PrevFrameVisible = -1; - ContentsHeight = 0.0f; - OffsetMax = OffsetNextTab = 0.0f; + LastTabContentHeight = 0.0f; + OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; Flags = ImGuiTabBarFlags_None; ReorderRequestTabId = 0; @@ -6208,27 +6394,18 @@ static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const voi return (int)(a->Offset - b->Offset); } -static int IMGUI_CDECL TabBarSortItemComparer(const void* lhs, const void* rhs) -{ - const ImGuiTabBarSortItem* a = (const ImGuiTabBarSortItem*)lhs; - const ImGuiTabBarSortItem* b = (const ImGuiTabBarSortItem*)rhs; - if (int d = (int)(b->Width - a->Width)) - return d; - return (b->Index - a->Index); -} - -static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiTabBarRef& ref) +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) { ImGuiContext& g = *GImGui; - return ref.Ptr ? ref.Ptr : g.TabBars.GetByIndex(ref.IndexInMainPool); + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); } -static ImGuiTabBarRef GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; if (g.TabBars.Contains(tab_bar)) - return ImGuiTabBarRef(g.TabBars.GetIndex(tab_bar)); - return ImGuiTabBarRef(tab_bar); + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); } bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) @@ -6240,7 +6417,7 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiID id = window->GetID(str_id); ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); - ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->InnerClipRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); } @@ -6283,11 +6460,11 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->FramePadding = g.Style.FramePadding; // Layout - ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight())); + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); window->DC.CursorPos.x = tab_bar->BarRect.Min.x; // Draw separator - const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab); + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; if (dock_node != NULL) { @@ -6297,8 +6474,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG } else { - const float separator_min_x = tab_bar->BarRect.Min.x - window->WindowPadding.x; - const float separator_max_x = tab_bar->BarRect.Max.x + window->WindowPadding.x; + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); } return true; @@ -6314,8 +6491,8 @@ void ImGui::EndTabBar() ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!"); - return; // FIXME-ERRORHANDLING + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; } if (tab_bar->WantLayout) TabBarLayout(tab_bar); @@ -6323,9 +6500,9 @@ void ImGui::EndTabBar() // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) - tab_bar->ContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); else - window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->ContentsHeight; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); @@ -6397,10 +6574,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; - ImVector& width_sort_buffer = g.TabSortByWidthBuffer; - width_sort_buffer.resize(tab_bar->Tabs.Size); - // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); float width_total_contents = 0.0f; ImGuiTabItem* most_recently_selected_tab = NULL; bool found_selected_tab_id = false; @@ -6419,36 +6594,25 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. const char* tab_name = tab_bar->GetTabName(tab); const bool has_close_button = tab->Window ? tab->Window->HasCloseButton : ((tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0); - tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x; + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth; // Store data so we can build an array sorted by width if we need to shrink tabs down - width_sort_buffer[tab_n].Index = tab_n; - width_sort_buffer[tab_n].Width = tab->WidthContents; + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth; } // Compute width - const float width_avail = tab_bar->BarRect.GetWidth(); + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) { // If we don't have enough room, resize down the largest tabs first - if (tab_bar->Tabs.Size > 1) - ImQsort(width_sort_buffer.Data, (size_t)width_sort_buffer.Size, sizeof(ImGuiTabBarSortItem), TabBarSortItemComparer); - int tab_count_same_width = 1; - while (width_excess > 0.0f && tab_count_same_width < tab_bar->Tabs.Size) - { - while (tab_count_same_width < tab_bar->Tabs.Size && width_sort_buffer[0].Width == width_sort_buffer[tab_count_same_width].Width) - tab_count_same_width++; - float width_to_remove_per_tab_max = (tab_count_same_width < tab_bar->Tabs.Size) ? (width_sort_buffer[0].Width - width_sort_buffer[tab_count_same_width].Width) : (width_sort_buffer[0].Width - 1.0f); - float width_to_remove_per_tab = ImMin(width_excess / tab_count_same_width, width_to_remove_per_tab_max); - for (int tab_n = 0; tab_n < tab_count_same_width; tab_n++) - width_sort_buffer[tab_n].Width -= width_to_remove_per_tab; - width_excess -= width_to_remove_per_tab * tab_count_same_width; - } + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - tab_bar->Tabs[width_sort_buffer[tab_n].Index].Width = (float)(int)width_sort_buffer[tab_n].Width; + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); } else { @@ -6456,12 +6620,15 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - tab->Width = ImMin(tab->WidthContents, tab_max_width); + tab->Width = ImMin(tab->ContentWidth, tab_max_width); + IM_ASSERT(tab->Width > 0.0f); } } // Layout all active tabs - float offset_x = 0.0f; + float offset_x = initial_offset_x; + float offset_x_ideal = offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; @@ -6469,9 +6636,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) scroll_track_selected_tab_id = tab->ID; offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x; } tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); - tab_bar->OffsetNextTab = 0.0f; + tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); // Horizontal scrolling buttons const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); @@ -6563,7 +6731,7 @@ ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBa return most_recently_selected_tab; } -// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. // Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) { @@ -6622,7 +6790,7 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); tab_bar->ScrollingTargetDistToVisibility = 0.0f; - if (tab_bar->ScrollingTarget > tab_x1) + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth())) { tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; @@ -6639,7 +6807,7 @@ void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* IM_ASSERT(dir == -1 || dir == +1); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = dir; + tab_bar->ReorderRequestDir = (ImS8)dir; } static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) @@ -6711,7 +6879,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) arrow_col.w *= 0.5f; PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); - bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_PopupAlignLeft); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); PopStyleColor(2); ImGuiTabItem* tab_to_select = NULL; @@ -6755,8 +6923,8 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!"); - return false; // FIXME-ERRORHANDLING + IM_ASSERT_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; } bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) @@ -6824,7 +6992,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_is_new = true; } tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); - tab->WidthContents = size.x; + tab->ContentWidth = size.x; if (p_open == NULL) flags |= ImGuiTabItemFlags_NoCloseButton; @@ -6890,16 +7058,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Layout size.x = tab->Width; - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f); + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); ImVec2 pos = window->DC.CursorPos; ImRect bb(pos, pos + size); // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) - bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x >= tab_bar->BarRect.Max.x); + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x); if (want_clip_rect) PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); - ItemSize(bb, style.FramePadding.y); + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + if (!ItemAdd(bb, id)) { if (want_clip_rect) @@ -6923,10 +7094,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, SetItemAllowOverlap(); // Drag and drop a single floating window node moves it - // FIXME-DOCK: In theory we shouldn't test for the ConfigDockingNodifySingleWindows flag here. - // When our single window node and OnlyNodeWithWindows are working properly we may remove this check here. ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; - const bool single_floating_window_node = node && node->IsRootNode() && !node->IsDockSpace() && node->Windows.Size == 1 && g.IO.ConfigDockingTabBarOnSingleWindows; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) { // Move @@ -6965,7 +7134,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, //float threshold_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : g.FontSize; float threshold_x = (threshold_base * 2.2f); float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); - //GetOverlayDrawList(window)->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); if (distance_from_edge_y >= threshold_y) @@ -6987,10 +7156,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } #if 0 - if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents) + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)); + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } @@ -7026,7 +7195,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) -#ifndef __ANDROID__ // [Bruno Sun 25 Aug 2019] +#ifndef __ANDROID__ // [Bruno Sun 25 Aug 2019] if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); @@ -7112,7 +7281,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, if (flags & ImGuiTabItemFlags_UnsavedDocument) { text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; - ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f)); + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; @@ -7130,47 +7299,444 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, if (close_button_visible) { ImGuiItemHoveredDataBackup last_item_backup; - const float close_button_sz = g.FontSize * 0.5f; - if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x - close_button_sz, bb.Min.y + frame_padding.y + close_button_sz), close_button_sz)) + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) close_button_pressed = true; + PopStyleVar(); last_item_backup.Restore(); // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; - text_pixel_clip_bb.Max.x -= close_button_sz * 2.0f; + text_pixel_clip_bb.Max.x -= close_button_sz; } - // Label with ellipsis - // FIXME: This should be extracted into a helper but the use of text_pixel_clip_bb and !close_button_visible makes it tricky to abstract at the moment - const char* label_display_end = FindRenderedTextEnd(label); - if (label_size.x > text_ellipsis_clip_bb.GetWidth()) - { - const int ellipsis_dot_count = 3; - const float ellipsis_width = (1.0f + 1.0f) * ellipsis_dot_count - 1.0f; - const char* label_end = NULL; - float label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, text_ellipsis_clip_bb.GetWidth() - ellipsis_width + 1.0f, 0.0f, label, label_display_end, &label_end).x; - if (label_end == label && label_end < label_display_end) // Always display at least 1 character if there's no room for character + ellipsis - { - label_end = label + ImTextCountUtf8BytesFromChar(label, label_display_end); - label_size_clipped_x = g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label, label_end).x; - } - while (label_end > label && ImCharIsBlankA(label_end[-1])) // Trim trailing space + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + + return close_button_pressed; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//------------------------------------------------------------------------- +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) { - label_end--; - label_size_clipped_x -= g.Font->CalcTextSizeA(g.FontSize, FLT_MAX, 0.0f, label_end, label_end + 1).x; // Ascii blanks are always 1 byte + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); } - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_end, &label_size, ImVec2(0.0f, 0.0f)); + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; - const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f; - if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x) - RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text)); + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); + PopClipRect(); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); } else { - RenderTextClippedEx(draw_list, text_pixel_clip_bb.Min, text_pixel_clip_bb.Max, label, label_display_end, &label_size, ImVec2(0.0f, 0.0f)); + // New row/line + // Column 0 honor IndentX + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DrawList->ChannelsSetCurrent(1); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; - return close_button_pressed; + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } + + const ImGuiColumnsFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + 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)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = columns->HostWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); } + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- diff --git a/src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp.tmp b/src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp.tmp new file mode 100644 index 00000000..141e9a6b --- /dev/null +++ b/src/lib/geogram_gfx/third_party/ImGui/imgui_widgets.cpp.tmp @@ -0,0 +1,7748 @@ +// dear imgui, v1.74 WIP +// (widgets code) + +#include // HERE + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +#include // toupper +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0 +#endif +#if __has_warning("-Wdouble-promotion") +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#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 + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +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); + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text > 2000 && !wrap_enabled) + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0,0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0, false)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } + else + { + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + 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); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); + const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, g.FontSize*0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - ScrollbarEx() [Internal] +// - Scrollbar() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + if (flags & ImGuiButtonFlags_Disabled) + { + if (out_hovered) *out_hovered = false; + if (out_held) *out_held = false; + if (g.ActiveId == id) ClearActiveID(); + return false; + } + + // Default behavior requires click+release on same spot + if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0) + flags |= ImGuiButtonFlags_PressedOnClickRelease; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && window->DC.LastItemId != id) + ImGuiTestEngineHook_ItemAdd(&g, bb, id); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, 0.70f, 0.00f)) + { + pressed = true; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) + { + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) + { + std::cerr << "point 1" << std::endl; + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveID) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) + { + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + { std::cerr << "point 2" << std::endl; + pressed = true; } + ClearActiveID(); + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) { + std::cerr << "point 3" << std::endl; + pressed = true; + } + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnNav)) + hovered = true; + + if (g.NavActivateDownId == id) + { + 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 + SetActiveID(id, window); + if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + } + } + + bool held = false; + if (g.ActiveId == id) + { + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + if (g.IO.MouseDown[0]) + { + held = true; + } + else + { + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive) + { + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0]; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.NavActivateDownId != id) + ClearActiveID(); + } + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, 0); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + bool is_clipped = !ItemAdd(bb, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + + return pressed; +} + +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); + if (hovered || held) + window->DrawList->AddCircleFilled(center + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseDragFromTitleBar(window, dock_node, true); + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + const bool horizontal = (axis == ImGuiAxis_X); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + if (held && allow_interaction && grab_h_norm < 1.0f) + { + float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y; + float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + + // Update values for rendering + scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + ImRect grab_rect; + if (horizontal) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetWindowScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; + IM_ASSERT(scrollbar_size > 0.0f); + const float other_scrollbar_size = window->ScrollbarSizes[axis]; + ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0; + ImRect bb; + if (axis == ImGuiAxis_X) + { + bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size)); + bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y); + rounding_corners |= ImDrawCornerFlags_BotLeft; + } + else + { + bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y); + bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y); + rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0; + } + ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners); +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +// The color used are the button colors. +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); + window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + RenderNavHighlight(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + bool v = ((*flags & flags_value) == flags_value); + bool pressed = Checkbox(label, &v); + if (pressed) + { + if (v) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + + return pressed; +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + if (g.LogEnabled) + LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x*2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0,0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0,0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + if (!window->DC.GroupStack.empty()) + x1 += window->DC.Indent.x; + + ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + if (!ItemAdd(bb, 0)) + { + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + return; + } + + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------"); + + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + bool item_add = ItemAdd(bb, id); + window->DC.ItemFlags = item_flags_backup; + if (!item_add) + return false; + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + + if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - BeginCombo() +// - EndCombo() +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + // Always consume the SetNextWindowSizeConstraint() call in our early return paths + ImGuiContext& g = *GImGui; + bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; + + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float expected_w = CalcItemWidth(); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); + bool popup_open = IsPopupOpen(id); + + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); + RenderNavHighlight(frame_bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if ((pressed || g.NavActivateId == id) && !popup_open) + { + if (window->DC.NavLayerCurrent == 0) + window->NavLastIds[0] = id; + OpenPopupEx(id); + popup_open = true; + } + + if (!popup_open) + return false; + + if (has_window_size_constraint) + { + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + + // Peak into expected window size so we can position it + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + ImVec2 size_expected = CalcWindowExpectedSize(popup_window); + if (flags & ImGuiComboFlags_PopupAlignLeft) + popup_window->AutoPosLastDirection = ImGuiDir_Left; + ImRect r_outer = GetWindowAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + + // Horizontally align ourselves with the framed text + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID((void*)(intptr_t)i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "%u", "%u" }, + { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "%u", "%u" }, + { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%I64u","%I64u" }, +#else + { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "%llu", "%llu" }, +#endif + { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +static const char* PatchFormatStringFloatToInt(const char* fmt) +{ + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + return "%d"; + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). + if (fmt_end > fmt_start && fmt_end[-1] == 'f') + { +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (fmt_start == fmt && fmt_end[0] == 0) + return "%d"; + ImGuiContext& g = *GImGui; + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return g.TempBuffer; +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif + } + return fmt; +} + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + + // We don't support '-' op because it would conflict with inputing negative value. + // Instead you can use +-100 to subtract from an existing value + char op = buf[0]; + if (op == '+' || op == '*' || op == '/') + { + buf++; + while (ImCharIsBlankA(*buf)) + buf++; + } + else + { + op = 0; + } + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + IM_ASSERT(data_type < ImGuiDataType_COUNT); + int data_backup[2]; + const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); + IM_ASSERT(type_info->Size <= sizeof(data_backup)); + memcpy(data_backup, p_data, type_info->Size); + + if (format == NULL) + format = type_info->ScanFmt; + + // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. + int arg1i = 0; + if (data_type == ImGuiDataType_S32) + { + int* v = (int*)p_data; + int arg0i = *v; + float arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0i) < 1) + return false; + // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision + if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) + else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply + else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide + else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant + } + else if (data_type == ImGuiDataType_Float) + { + // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in + format = "%f"; + float* v = (float*)p_data; + float arg0f = *v, arg1f = 0.0f; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_Double) + { + format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis + double* v = (double*)p_data; + double arg0f = *v, arg1f = 0.0; + if (op && sscanf(initial_value_buf, format, &arg0f) < 1) + return false; + if (sscanf(buf, format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + { + // All other types assign constant + // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. + sscanf(buf, format, p_data); + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + sscanf(buf, format, &v32); + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(data_backup, p_data, type_info->Size) != 0; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + v = (TYPE)ImAtof(p); + else + ImAtoi(p, (SIGNEDTYPE*)&v); + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_clamped = (v_min < v_max); + const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX)); + const bool is_locked = (v_min > v_max); + if (is_locked) + return false; + + // Default tweak speed + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); + if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + if (is_power) + { + // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range + FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); + v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); + v_old_ref_for_accum_remainder = v_old_norm_curved; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_power) + { + FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); + g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && is_clamped) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, power, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, power, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, power, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, power, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, power, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, power, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (power != 1.0f) + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Drag turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + 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) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, power, ImGuiDragFlags_None); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, power); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); +} + +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); +} + +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +template +float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +{ + if (v_min == v_max) + return 0.0f; + + const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_power) + { + if (v_clamped < 0.0f) + { + const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); + return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; + } + else + { + const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); + return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); + } + } + + // Linear slider + return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); +} + +// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const bool is_power = (power != 1.0f) && is_decimal; + + const float grab_padding = 2.0f; + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f + float linear_zero_pos; // 0.0->1.0f + if (is_power && v_min * v_max < 0.0f) + { + // Different sign + const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); + const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); + linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); + } + else + { + // Same sign + linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (delta != 0.0f) + { + clicked_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + if ((decimal_precision > 0) || is_power) + { + delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + delta /= 100.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= 10.0f; + set_new_value = true; + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + set_new_value = false; + else + clicked_t = ImSaturate(clicked_t + delta); + } + } + + if (set_new_value) + { + TYPE v_new; + if (is_power) + { + // Account for power curve scale on both sides of the zero + if (clicked_t < linear_zero_pos) + { + // Negative: rescale to the negative range before powering + float a = 1.0f - (clicked_t / linear_zero_pos); + a = ImPow(a, power); + v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); + } + else + { + // Positive: rescale to the positive range before powering + float a; + if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) + a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); + else + a = clicked_t; + a = ImPow(a, power); + v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); + } + } + else + { + // Linear slider + if (is_decimal) + { + v_new = ImLerp(v_min, v_max, clicked_t); + } + else + { + // For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; + TYPE v_new_off_floor = (TYPE)(v_new_off_f); + TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); + if (v_new_off_floor < v_new_off_round) + v_new = v_min + v_new_off_round; + else + v_new = v_min + v_new_off_floor; + } + } + + // Round to user desired precision based on format string + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bits and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN/2 && *(const ImS32*)p_max <= IM_S32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, power, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN/2 && *(const ImS64*)p_max <= IM_S64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, power, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX/2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX/2.0f && *(const float*)p_max <= FLT_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, power, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX/2.0f && *(const double*)p_max <= DBL_MAX/2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, power, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = TempInputTextIsActive(id); + bool temp_input_start = false; + if (!temp_input_is_active) + { + const bool focus_requested = FocusableItemRegister(window, id); + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + { + temp_input_start = true; + FocusableItemUnregister(window); + } + } + } + if (temp_input_is_active || temp_input_start) + return TempInputTextScalar(frame_bb, id, label, data_type, p_data, format); + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_None, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2*IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f); + *v_rad = v_deg * (2*IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + const bool hovered = ItemHoverable(frame_bb, id); + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format) +{ + ImGuiContext& g = *GImGui; + + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + const bool init = (g.TempInputTextId != id); + if (init) + ClearActiveID(); + + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + g.CurrentWindow->DC.CursorPos = bb.Min; + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputTextId = g.ActiveId; + } + if (value_changed) + { + value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + bool value_changed = false; + if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= ImGuiInputTextFlags_CharsDecimal; + flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. + + if (p_step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + button_flags |= ImGuiButtonFlags_Disabled; + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + } + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +// Prefer using "const char* format" directly, which is more flexible and consistent with other API. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputFloat(label, v, step, step_fast, format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags) +{ + char format[16] = "%f"; + if (decimal_precision >= 0) + ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision); + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextEx() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0,0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +namespace ImStb +{ + +static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } +static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +#ifdef __APPLE__ // FIXME: Move setting to IO structure +static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +#else +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +#endif +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" + +} + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos + bytes_count >= pos) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + return false; + } + + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + + // Generic named filters + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + { + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + *p_char = (c += (unsigned int)('A'-'a')); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + if (is_multiline) + { + if (!ItemAdd(total_bb, id, &frame_bb)) + { + ItemSize(total_bb, style.FramePadding.y); + EndGroup(); + return false; + } + if (!BeginChildFrame(id, frame_bb.GetSize())) + { + EndChildFrame(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb)) + return false; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // NB: we are only allowed to access 'edit_state' if we are the active widget. + ImGuiInputTextState* state = NULL; + if (g.InputTextState.ID == id) + state = &g.InputTextState; + + const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll); + const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + + 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_NavKeyboard)); + 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); + + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + const bool init_state = (init_make_active || user_scroll_active); + if (init_state && g.ActiveId != id) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + if (!is_multiline && focus_requested_by_code) + select_all = true; + } + if (flags & ImGuiInputTextFlags_AlwaysInsertMode) + state->Stb.insert_mode = 1; + if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl))) + select_all = true; + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + + // Declare our inputs + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + if (is_multiline) + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead. + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // 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 value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->DisplayOffset = g.Font->DisplayOffset; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->BufCapacityA = buf_size; + state->UserFlags = flags; + state->UserCallback = callback; + state->UserCallbackData = callback_user_data; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && is_osx && io.MouseDoubleClicked[0]) + { + // Double-click select a word only, OS X style (by simulating keystrokes) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // 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) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl + const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; + 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; + + 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); } + else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) + { + 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)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + } + else if (IsKeyPressedMap(ImGuiKey_Escape)) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage. + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_COUNT; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + event_flag = ImGuiInputTextFlags_CallbackAlways; + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + callback_data.EventKey = event_key; + callback_data.Buf = state->TextA.Data; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (callback_data.BufDirty) + { + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Copy result to user buffer + if (apply_new_text) + { + IM_ASSERT(apply_new_text_length >= 0); + if (backup_current_text_length != apply_new_text_length && is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Clear temporary user storage + state->UserFlags = 0; + state->UserCallback = NULL; + state->UserCallbackData = NULL; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - inner_size.x >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + float scroll_y = draw_window->Scroll.y; + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - inner_size.y >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y; + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); + g.PlatformImePosViewport = window->Viewport; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_multiline) + { + Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + EndChildFrame(); + EndGroup(); + } + + if (is_password && !is_displaying_hint) + PopFont(); + + // Log as text + if (g.LogEnabled && !(is_password && !is_displaying_hint)) + LogRenderedText(&draw_pos, buf_display, buf_display_end); + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// 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 colored 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. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; + const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__DisplayMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); + if (!(flags & ImGuiColorEditFlags__DataTypeMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask); + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // 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 (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + f[0] = g.ColorEditLastHue; + } + 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]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // Disable Hue edit when Saturation is zero + const bool disable_hue_edit = (n == 0 && (flags & ImGuiColorEditFlags_DisplayHSV) && i[1] == 0); + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = i[3] = 0; + if (alpha) + sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + if (BeginPopup("picker")) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + window->DC.LastItemId = g.ActiveId; + + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether. +void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col)); + window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + int rounding_corners_flags_cell = 0; + if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } + rounding_corners_flags_cell &= rounding_corners_flags; + window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + } + } + } + else + { + window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + } +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + if (!(flags & ImGuiColorEditFlags__InputMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) + H = g.ColorEditLastHue; + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + 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)); + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context"); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + 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]); + g.ColorEditLastHue = H; + memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately. + H = g.ColorEditLastHue; + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, false, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed) + MarkItemEdited(window->DC.LastItemId); + + PopID(); + + return value_changed; +} + +// A little colored square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + float default_size = GetFrameHeight(); + if (size.x == 0.0f) + size.x = default_size; + if (size.y == 0.0f) + size.y = default_size; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + } + RenderNavHighlight(bb, id); + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; + if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; + if ((flags & ImGuiColorEditFlags__PickerMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; + if ((flags & ImGuiColorEditFlags__InputMask) == 0) + flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + BeginTooltipEx(0, true); + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1,0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + if (flags & ImGuiColorEditFlags_NoAlpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); + SetCursorScreenPos(backup_pos); + ImVec4 dummy_ref_col; + memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); + } + + const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + window->DC.LastItemDisplayRect = frame_bb; + + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + // Flags that affects opening behavior: + // - 0 (default) .................... single-click anywhere to open + // - OpenOnDoubleClick .............. double-click anywhere to open + // - OpenOnArrow .................... single-click on arrow to open + // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float hit_padding_x = style.TouchExtraPadding.x; + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - hit_padding_x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + hit_padding_x; + if (window != g.HoveredWindow || !(g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2)) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + if (!is_leaf) + { + bool toggled = false; + if (pressed) + { + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2) && (!g.NavDisableMouseHover); // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + toggled = true; + if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = false; + } + + if (g.NavId == id && g.NavMoveRequest && 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? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + { + // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. + const char log_prefix[] = "\n##"; + const char log_suffix[] = "##"; + LogRenderedText(&text_pos, log_prefix, log_prefix+3); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + LogRenderedText(&text_pos, log_suffix, log_suffix+2); + } + else + { + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + } + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + } + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogRenderedText(&text_pos, ">"); + RenderText(text_pos, label, label_end, false); + } + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id ? str_id : "#TreePush"); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + window->IDStack.push_back(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask)) + { + SetNavID(window->IDStack.back(), g.NavLayer); + NavMoveRequestCancel(); + } + window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_open && !*p_open) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0); + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_open) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiItemHoveredDataBackup last_item_backup; + float button_size = g.FontSize; + float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = window->DC.LastItemRect.Min.y; + if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) + *p_open = false; + last_item_backup.Restore(); + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + PushColumnsBackground(); + + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ImRect bb_inner(pos, pos + size); + ItemSize(size, 0.0f); + + // Fill horizontal space. + ImVec2 window_padding = window->WindowPadding; + float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x; + float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x); + ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); + ImRect bb(pos, pos + size_draw); + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth)) + bb.Max.x += window_padding.x; + + // Selectables are tightly packed together so we extend the box to cover spacing between selectable. + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + + bool item_add; + if (flags & ImGuiSelectableFlags_Disabled) + { + ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; + item_add = ItemAdd(bb, id); + window->DC.ItemFlags = backup_item_flags; + } + else + { + item_add = ItemAdd(bb, id); + } + if (!item_add) + { + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + PopColumnsBackground(); + return false; + } + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID; + if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick; + if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease; + if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; + if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap; + + if (flags & ImGuiSelectableFlags_Disabled) + selected = false; + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + g.NavDisableHighlight = true; + SetNavID(id, window->DC.NavLayerCurrent); + } + } + if (pressed) + MarkItemEdited(id); + + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + } + + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + { + PopColumnsBackground(); + bb.Max.x -= (GetContentRegionMax().x - max_x); + } + + if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + return pressed; +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - ListBox() +// - ListBoxHeader() +// - ListBoxFooter() +//------------------------------------------------------------------------- +// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox +// and promote using them over existing ListBox() functions, similarly to change with combo boxes. +//------------------------------------------------------------------------- + +// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. +// Helper to calculate the size of a listbox and display a label on the right. +// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" +bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } + + BeginGroup(); + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + BeginChildFrame(id, frame_bb.GetSize()); + return true; +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) +{ + // Size default to hold ~7.25 items. + // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. + // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. + // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + const ImGuiStyle& style = GetStyle(); + float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); + + // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + ImVec2 size; + size.x = 0.0f; + size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); + return ListBoxHeader(label, size); +} + +// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +void ImGui::ListBoxFooter() +{ + ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; + const ImRect bb = parent_window->DC.LastItemRect; + const ImGuiStyle& style = GetStyle(); + + EndChildFrame(); + + // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) + // We call SameLine() to restore DC.CurrentLine* data + SameLine(); + parent_window->DC.CursorPos = bb.Min; + ItemSize(bb, style.FramePadding.y); + EndGroup(); +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + if (!ListBoxHeader(label, items_count, height_in_items)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. + ImGuiContext& g = *GImGui; + bool value_changed = false; + ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + + PushID(i); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + ListBoxFooter(); + if (value_changed) + MarkItemEdited(g.CurrentWindow->DC.LastItemId); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- + +void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return; + const bool hovered = ItemHoverable(frame_bb, id); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + int v_hovered = -1; + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + v_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + 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 + + 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); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +ImGuiMenuColumns::ImGuiMenuColumns() +{ + Spacing = Width = NextWidth = 0.0f; + memset(Pos, 0, sizeof(Pos)); + memset(NextWidths, 0, sizeof(NextWidths)); +} + +void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +{ + IM_ASSERT(count == IM_ARRAYSIZE(Pos)); + IM_UNUSED(count); + Width = NextWidth = 0.0f; + Spacing = spacing; + if (clear) + memset(NextWidths, 0, sizeof(NextWidths)); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + { + if (i > 0 && NextWidths[i] > 0.0f) + Width += Spacing; + Pos[i] = IM_FLOOR(Width); + Width += NextWidths[i]; + NextWidths[i] = 0.0f; + } +} + +float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +{ + NextWidth = 0.0f; + NextWidths[0] = ImMax(NextWidths[0], w0); + NextWidths[1] = ImMax(NextWidths[1], w1); + NextWidths[2] = ImMax(NextWidths[2], w2); + for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); + return ImMax(Width, NextWidth); +} + +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const +{ + return ImMax(0.0f, avail_w - Width); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // 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)) + { + 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) + { + // 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) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + FocusWindow(window); + SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]); + g.NavLayer = layer; + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + NavMoveRequestCancel(); + } + } + + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + window->DC.GroupStack.back().EmitItem = false; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); + window->DC.MenuBarAppending = false; +} + +// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewport* viewport = g.Viewports[0]; + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + SetNextWindowPos(viewport->Pos); + SetNextWindowSize(ImVec2(viewport->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our onw viewport when ImGuiConfigFlags_ViewportsNoMerge is set. + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); + PopStyleVar(2); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + if (!is_open) + { + End(); + return false; + } + return true; //-V1020 +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + bool pressed; + bool menu_is_open = IsPopupOpen(id); + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + PopStyleVar(); + 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 + { + // Menu inside a menu + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); + RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + } + + const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // 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. + ImRect next_window_rect = child_menu_window->Rect(); + 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); + 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] + } + 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 + 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 + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + return false; + } + + menu_is_open |= want_open; + if (want_open) + OpenPopup(label); + + if (menu_is_open) + { + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + SetNextWindowPos(popup_pos, ImGuiCond_Always); + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + flags |= ImGuiWindowFlags_ChildWindow; + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + } + + return menu_is_open; +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // 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(); + } + + EndPopup(); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); + bool pressed; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation we render neither the shortcut neither the selected tick mark + float w = label_size.x; + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + pressed = Selectable(label, false, flags, ImVec2(w, 0.0f)); + PopStyleVar(); + 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 + { + ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f); + float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); + pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f)); + if (shortcut_size.x > 0.0f) + { + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); + } + + IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarAddTab() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp()v +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + ID = 0; + SelectedTabId = NextSelectedTabId = VisibleTabId = 0; + CurrFrameVisible = PrevFrameVisible = -1; + LastTabContentHeight = 0.0f; + OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; + ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + Flags = ImGuiTabBarFlags_None; + ReorderRequestTabId = 0; + ReorderRequestDir = 0; + WantLayout = VisibleTabWasSubmitted = false; + LastTabItemIdx = -1; +} + +static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->Offset - b->Offset); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount); + //IM_ASSERT(0); + return true; + } + + // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. + // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. + if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->FramePadding = g.Style.FramePadding; + + // Layout + ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const float y = tab_bar->BarRect.Max.y - 1.0f; + if (dock_node != NULL) + { + const float separator_min_x = dock_node->Pos.x + window->WindowBorderSize; + const float separator_max_x = dock_node->Pos.x + dock_node->Size.x - window->WindowBorderSize; + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + else + { + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f); + else + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect + int tab_dst_n = 0; + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible) + { + if (tab->ID == tab_bar->SelectedTabId) + tab_bar->SelectedTabId = 0; + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + // Setup next selected tab + ImGuiID scroll_track_selected_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_track_selected_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) + { + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) + { + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + if (tab2->ID == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab2->ID; + tab1 = tab2 = NULL; + } + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + } + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Compute ideal widths + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + float width_total_contents = 0.0f; + ImGuiTabItem* most_recently_selected_tab = NULL; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = tab->Window ? tab->Window->HasCloseButton : ((tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0); + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + + width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + g.ShrinkWidthBuffer[tab_n].Index = tab_n; + g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth; + } + + // Compute width + const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; + const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); + float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; + if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) + { + // If we don't have enough room, resize down the largest tabs first + ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + } + else + { + const float tab_max_width = TabBarCalcMaxTabWidth(); + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Width = ImMin(tab->ContentWidth, tab_max_width); + IM_ASSERT(tab->Width > 0.0f); + } + } + + // Layout all active tabs + float offset_x = initial_offset_x; + float offset_x_ideal = offset_x; + tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + tab->Offset = offset_x; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; + offset_x += tab->Width + g.Style.ItemInnerSpacing.x; + offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x; + } + tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); + tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); + + // Horizontal scrolling buttons + const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); + if (scrolling_buttons) + if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! + scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_track_selected_tab_id = g.NavWindowingTarget->ID; + + // Update scrolling + if (scroll_track_selected_tab_id) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) + TabBarScrollToTab(tab_bar, scroll_track_selected_tab); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->ID) == NULL); + IM_ASSERT(g.CurrentTabBar == NULL); // Can't work while the tab bar is active as our tab doesn't have an X offset yet + + ImGuiTabItem new_tab; + new_tab.ID = window->ID; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // Actually select before expecting closure + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); + float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth())) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + { + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + } +} + +void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +{ + IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestDir = (ImS8)dir; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + const ImRect avail_bar_rect = tab_bar->BarRect; + bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); + if (want_clip_rect) + PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); + + ImGuiTabItem* tab_to_select = NULL; + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + if (want_clip_rect) + PopClipRect(); + + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_select; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// [BETA API] API may evolve! +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + window->IDStack.pop_back(); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) +{ + // Layout whole tab bar if not already done + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + if (p_open && !*p_open) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return false; + } + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; + tab_is_new = true; + } + tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); + tab->ContentWidth = size.x; + + if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; + + // Append name with zero-terminator + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + IM_ASSERT(tab->Window != NULL); + tab->NameOffset = -1; + } + else + { + IM_ASSERT(tab->Window == NULL); + tab->NameOffset = tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. + } + + // If we are not reorderable, always reset offset based on submission order. + // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) + if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + tab->Offset = tab_bar->OffsetNextTab; + tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; + } + + // Update selected tab + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; + + // Lock visibility + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) + { + PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); + ItemAdd(ImRect(), id); + PopItemFlag(); + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + size.x = tab->Width; + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed) + tab_bar->NextSelectedTabId = id; + hovered |= (g.HoveredId == id); + + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) + if (!held) + SetItemAllowOverlap(); + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) + { + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, -1); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; + if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) + TabBarQueueChangeTabOrder(tab_bar, tab, +1); + } + } + + // Extract a Dockable window out of it's tab bar + if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove)) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + //float threshold_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + else if (drag_distance_from_edge_x > threshold_x) + if ((tab_bar->ReorderRequestDir < 0 && tab_bar->GetTabOrder(tab) == 0) || (tab_bar->ReorderRequestDir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + g.ActiveId = g.MovingWindow->MoveId; + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; + bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) + // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) +#ifndef __ANDROID__ // [Bruno Sun 25 Aug 2019] + if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); +#endif + + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + TabBarRemoveTab(tab_bar, tab_id); + } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f); + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + if (bb.GetWidth() <= 1.0f) + return false; + + // Render text label (with clipping + alpha gradient) + unsaved marker + const char* TAB_UNSAVED_MARKER = "*"; + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + if (flags & ImGuiTabItemFlags_UnsavedDocument) + { + text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; + ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); + RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); + } + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Close Button + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) + close_button_visible = true; + if (close_button_visible) + { + ImGuiItemHoveredDataBackup last_item_backup; + const float close_button_sz = g.FontSize; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + close_button_pressed = true; + PopStyleVar(); + last_item_backup.Restore(); + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + + text_pixel_clip_bb.Max.x -= close_button_sz; + } + + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + + return close_button_pressed; +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. +// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. +//------------------------------------------------------------------------- +// - GetColumnIndex() +// - GetColumnCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(0); + int cmd_size = window->DrawList->CmdBuffer.Size; + PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); + IM_UNUSED(cmd_size); + IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + PopClipRect(); +} + +ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiColumns()); + ImGuiColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostClipRect = window->ClipRect; + columns->HostWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); + } + + if (columns->Count > 1) + { + window->DrawList->ChannelsSplit(1 + columns->Count); + window->DrawList->ChannelsSetCurrent(1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + PopItemWidth(); + PopClipRect(); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + window->DrawList->ChannelsSetCurrent(columns->Current + 1); + } + else + { + // New row/line + // Column 0 honor IndentX + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DrawList->ChannelsSetCurrent(1); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + window->DrawList->ChannelsMerge(); + } + + const ImGuiColumnsFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + 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)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = columns->HostWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- diff --git a/src/lib/geogram_gfx/third_party/ImGui/imstb_rectpack.h b/src/lib/geogram_gfx/third_party/ImGui/imstb_rectpack.h index 23f922a5..ff2a85df 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imstb_rectpack.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imstb_rectpack.h @@ -1,10 +1,10 @@ -// [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 0.99. +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.00. // Those changes would need to be pushed into nothings/stb: // - Added STBRP__CDECL // Grep for [DEAR IMGUI] to find the changes. -// stb_rect_pack.h - v0.99 - public domain - rectangle packing +// stb_rect_pack.h - v1.00 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. @@ -37,9 +37,11 @@ // // Bugfixes / warning fixes // Jeremy Jaussaud +// Fabian Giesen // // Version history: // +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result // 0.10 (2016-10-25) remove cast-away-const to avoid warnings @@ -357,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt width -= width % c->align; STBRP_ASSERT(width % c->align == 0); + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + node = c->active_head; prev = &c->active_head; while (node->x + width <= c->width) { @@ -420,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height < c->height) { + if (y + height <= c->height) { if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; diff --git a/src/lib/geogram_gfx/third_party/ImGui/imstb_textedit.h b/src/lib/geogram_gfx/third_party/ImGui/imstb_textedit.h index d7fcbd62..2077d02a 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imstb_textedit.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imstb_textedit.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_textedit.h 1.13. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) diff --git a/src/lib/geogram_gfx/third_party/ImGui/imstb_truetype.h b/src/lib/geogram_gfx/third_party/ImGui/imstb_truetype.h index c1cdb180..193338af 100644 --- a/src/lib/geogram_gfx/third_party/ImGui/imstb_truetype.h +++ b/src/lib/geogram_gfx/third_party/ImGui/imstb_truetype.h @@ -1,4 +1,4 @@ -// [DEAR IMGUI] +// [DEAR IMGUI] // This is a slightly modified version of stb_truetype.h 1.20. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. diff --git a/src/lib/geogram_gfx/third_party/imgui_lua_bindings/imgui_iterator.h b/src/lib/geogram_gfx/third_party/imgui_lua_bindings/imgui_iterator.h index e8fcf747..54607b16 100644 --- a/src/lib/geogram_gfx/third_party/imgui_lua_bindings/imgui_iterator.h +++ b/src/lib/geogram_gfx/third_party/imgui_lua_bindings/imgui_iterator.h @@ -168,10 +168,10 @@ PUSH_NUMBER(ret.x) PUSH_NUMBER(ret.y) END_IMGUI_FUNC // IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x -IMGUI_FUNCTION(GetContentRegionAvailWidth) -CALL_FUNCTION(GetContentRegionAvailWidth, float) -PUSH_NUMBER(ret) -END_IMGUI_FUNC +// IMGUI_FUNCTION(GetContentRegionAvailWidth) +// CALL_FUNCTION(GetContentRegionAvailWidth, float) +// PUSH_NUMBER(ret) +// END_IMGUI_FUNC // IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates IMGUI_FUNCTION(GetWindowContentRegionMin) CALL_FUNCTION(GetWindowContentRegionMin, ImVec2) @@ -983,9 +983,9 @@ CALL_FUNCTION_NO_RET(TreePop) POP_END_STACK(6) END_IMGUI_FUNC // IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() -IMGUI_FUNCTION(TreeAdvanceToLabelPos) -CALL_FUNCTION_NO_RET(TreeAdvanceToLabelPos) -END_IMGUI_FUNC +// IMGUI_FUNCTION(TreeAdvanceToLabelPos) +// CALL_FUNCTION_NO_RET(TreeAdvanceToLabelPos) +// END_IMGUI_FUNC // IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_FUNCTION(GetTreeNodeToLabelSpacing) CALL_FUNCTION(GetTreeNodeToLabelSpacing, float) diff --git a/src/tests/bench_load/CMakeLists.txt b/src/tests/bench_load/CMakeLists.txt index 10cf8405..861ed165 100755 --- a/src/tests/bench_load/CMakeLists.txt +++ b/src/tests/bench_load/CMakeLists.txt @@ -2,5 +2,5 @@ aux_source_directories(SOURCES "" .) vor_add_executable(bench_load ${SOURCES}) target_link_libraries(bench_load geogram) -set_target_properties(bench_load PROPERTIES FOLDER "GEOGRAM") +set_target_properties(bench_load PROPERTIES FOLDER "GEOGRAM/Tests") diff --git a/src/tests/test_HLBFGS/CMakeLists.txt b/src/tests/test_HLBFGS/CMakeLists.txt index 562a85f5..b5fdfc6f 100755 --- a/src/tests/test_HLBFGS/CMakeLists.txt +++ b/src/tests/test_HLBFGS/CMakeLists.txt @@ -2,5 +2,5 @@ aux_source_directories(SOURCES "" .) vor_add_executable(test_HLBFGS ${SOURCES}) target_link_libraries(test_HLBFGS geogram) -set_target_properties(test_HLBFGS PROPERTIES FOLDER "GEOGRAM") +set_target_properties(test_HLBFGS PROPERTIES FOLDER "GEOGRAM/Tests") diff --git a/src/tests/test_RVC/CMakeLists.txt b/src/tests/test_RVC/CMakeLists.txt index 7a5d6e90..51ebcb46 100755 --- a/src/tests/test_RVC/CMakeLists.txt +++ b/src/tests/test_RVC/CMakeLists.txt @@ -2,6 +2,6 @@ aux_source_directories(SOURCES "" .) vor_add_executable(test_RVC ${SOURCES}) target_link_libraries(test_RVC geogram) -set_target_properties(test_RVC PROPERTIES FOLDER "GEOGRAM") +set_target_properties(test_RVC PROPERTIES FOLDER "GEOGRAM/Tests") diff --git a/src/tests/test_convex_cell/CMakeLists.txt b/src/tests/test_convex_cell/CMakeLists.txt index 1e6eeefb..9f212f39 100755 --- a/src/tests/test_convex_cell/CMakeLists.txt +++ b/src/tests/test_convex_cell/CMakeLists.txt @@ -2,5 +2,5 @@ aux_source_directories(SOURCES "" .) vor_add_executable(test_convex_cell ${SOURCES}) target_link_libraries(test_convex_cell geogram) -set_target_properties(test_convex_cell PROPERTIES FOLDER "GEOGRAM") +set_target_properties(test_convex_cell PROPERTIES FOLDER "GEOGRAM/Tests") diff --git a/src/tests/test_expansion_nt/CMakeLists.txt b/src/tests/test_expansion_nt/CMakeLists.txt index 11f1976c..25a7a24c 100755 --- a/src/tests/test_expansion_nt/CMakeLists.txt +++ b/src/tests/test_expansion_nt/CMakeLists.txt @@ -2,4 +2,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(test_expansion_nt ${SOURCES}) target_link_libraries(test_expansion_nt geogram) -set_target_properties(test_expansion_nt PROPERTIES FOLDER "GEOGRAM") +set_target_properties(test_expansion_nt PROPERTIES FOLDER "GEOGRAM/Tests") diff --git a/src/tests/test_locks/CMakeLists.txt b/src/tests/test_locks/CMakeLists.txt index 02495ef1..c0675768 100755 --- a/src/tests/test_locks/CMakeLists.txt +++ b/src/tests/test_locks/CMakeLists.txt @@ -2,4 +2,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(test_locks ${SOURCES}) target_link_libraries(test_locks geogram) -set_target_properties(test_locks PROPERTIES FOLDER "GEOGRAM") +set_target_properties(test_locks PROPERTIES FOLDER "GEOGRAM/Tests") diff --git a/src/tests/test_logger/CMakeLists.txt b/src/tests/test_logger/CMakeLists.txt index eb52d114..74d1a8e7 100755 --- a/src/tests/test_logger/CMakeLists.txt +++ b/src/tests/test_logger/CMakeLists.txt @@ -2,4 +2,4 @@ aux_source_directories(SOURCES "" .) vor_add_executable(test_logger ${SOURCES}) target_link_libraries(test_logger geogram) -set_target_properties(test_logger PROPERTIES FOLDER "GEOGRAM") +set_target_properties(test_logger PROPERTIES FOLDER "GEOGRAM/Tests") diff --git a/src/tests/test_nn_search/CMakeLists.txt b/src/tests/test_nn_search/CMakeLists.txt index 8050c275..d7d001ac 100755 --- a/src/tests/test_nn_search/CMakeLists.txt +++ b/src/tests/test_nn_search/CMakeLists.txt @@ -6,5 +6,5 @@ aux_source_directories(SOURCES "" ./third_party/ANN) vor_add_executable(test_nn_search ${SOURCES}) target_link_libraries(test_nn_search geogram) -set_target_properties(test_nn_search PROPERTIES FOLDER "GEOGRAM") +set_target_properties(test_nn_search PROPERTIES FOLDER "GEOGRAM/Tests")