You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
1729 lines
68 KiB
1729 lines
68 KiB
// dear imgui, v1.64 WIP |
|
// (widgets code) |
|
|
|
#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 <ctype.h> // toupper, isprint |
|
|
|
// 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 "-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 // |
|
#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 |
|
|
|
//------------------------------------------------------------------------- |
|
// Forward Declarations |
|
//------------------------------------------------------------------------- |
|
|
|
//------------------------------------------------------------------------- |
|
// SHARED UTILITIES |
|
//------------------------------------------------------------------------- |
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Text |
|
// - TextUnformatted() |
|
// - Text() |
|
// - TextV() |
|
// - TextColored() |
|
// - TextColoredV() |
|
// - TextDisabled() |
|
// - TextDisabledV() |
|
// - TextWrapped() |
|
// - TextWrappedV() |
|
// - LabelText() |
|
// - LabelTextV() |
|
// - BulletText() |
|
// - BulletTextV() |
|
//------------------------------------------------------------------------- |
|
|
|
void ImGui::TextUnformatted(const char* text, const char* text_end) |
|
{ |
|
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. |
|
const char* line = text; |
|
const float line_height = GetTextLineHeight(); |
|
const ImRect clip_rect = window->ClipRect; |
|
ImVec2 text_size(0,0); |
|
|
|
if (text_pos.y <= clip_rect.Max.y) |
|
{ |
|
ImVec2 pos = text_pos; |
|
|
|
// Lines to skip (can't skip when logging text) |
|
if (!g.LogEnabled) |
|
{ |
|
int lines_skippable = (int)((clip_rect.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 = strchr(line, '\n'); |
|
if (!line_end) |
|
line_end = text_end; |
|
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) |
|
{ |
|
const char* line_end = strchr(line, '\n'); |
|
if (IsClippedEx(line_rect, 0, false)) |
|
break; |
|
|
|
const ImVec2 line_size = CalcTextSize(line, line_end, false); |
|
text_size.x = ImMax(text_size.x, line_size.x); |
|
RenderText(pos, line, line_end, false); |
|
if (!line_end) |
|
line_end = text_end; |
|
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 = strchr(line, '\n'); |
|
if (!line_end) |
|
line_end = text_end; |
|
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(bb); |
|
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); |
|
|
|
// Account of baseline offset |
|
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::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); |
|
TextUnformatted(g.TempBuffer, text_end); |
|
} |
|
|
|
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) |
|
{ |
|
bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position is one ia already set |
|
if (need_wrap) PushTextWrapPos(0.0f); |
|
TextV(fmt, args); |
|
if (need_wrap) 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 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); |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Main |
|
// - ButtonBehavior() [Internal] |
|
// - Button() |
|
// - SmallButton() |
|
// - InvisibleButton() |
|
// - ArrowButton() |
|
// - CloseButton() [Internal] |
|
// - CollapseButton() [Internal] |
|
// - Image() |
|
// - ImageButton() |
|
// - Checkbox() |
|
// - CheckboxFlags() |
|
// - RadioButton() |
|
// - ProgressBar() |
|
// - Bullet() |
|
//------------------------------------------------------------------------- |
|
|
|
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; |
|
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) |
|
g.HoveredWindow = window; |
|
|
|
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 ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) |
|
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)) |
|
{ |
|
// | CLICKING | HOLDING with ImGuiButtonFlags_Repeat |
|
// PressedOnClickRelease | <on release>* | <on repeat> <on repeat> .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds |
|
// PressedOnClick | <on click> | <on click> <on repeat> <on repeat> .. |
|
// PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release) |
|
// PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> .. |
|
// FIXME-NAV: We don't honor those different behaviors. |
|
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 <on release> |
|
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)) |
|
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 (!(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 (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)) |
|
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release> |
|
if (!g.DragDropActive) |
|
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(bb, 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(); |
|
|
|
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(bb); |
|
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(bb, (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 - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), 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 && hovered) ? 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; |
|
} |
|
|
|
bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) |
|
{ |
|
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); |
|
|
|
ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); |
|
if (hovered || held) |
|
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9); |
|
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()) |
|
StartMouseMovingWindow(window); |
|
|
|
return pressed; |
|
} |
|
|
|
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*)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 ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice |
|
ItemSize(check_bb, style.FramePadding.y); |
|
|
|
ImRect total_bb = check_bb; |
|
if (label_size.x > 0) |
|
SameLine(0, style.ItemInnerSpacing.x); |
|
const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size); |
|
if (label_size.x > 0) |
|
{ |
|
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); |
|
total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max)); |
|
} |
|
|
|
if (!ItemAdd(total_bb, id)) |
|
return false; |
|
|
|
bool hovered, held; |
|
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); |
|
if (pressed) |
|
{ |
|
*v = !(*v); |
|
MarkItemEdited(id); |
|
} |
|
|
|
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 check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); |
|
const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f)); |
|
RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f); |
|
} |
|
|
|
if (g.LogEnabled) |
|
LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]"); |
|
if (label_size.x > 0.0f) |
|
RenderText(text_bb.Min, label); |
|
|
|
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 ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1)); |
|
ItemSize(check_bb, style.FramePadding.y); |
|
|
|
ImRect total_bb = check_bb; |
|
if (label_size.x > 0) |
|
SameLine(0, style.ItemInnerSpacing.x); |
|
const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size); |
|
if (label_size.x > 0) |
|
{ |
|
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y); |
|
total_bb.Add(text_bb); |
|
} |
|
|
|
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 = check_bb.GetHeight() * 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 check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight()); |
|
const float pad = ImMax(1.0f, (float)(int)(check_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(&text_bb.Min, active ? "(x)" : "( )"); |
|
if (label_size.x > 0.0f) |
|
RenderText(text_bb.Min, 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; |
|
ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f)); |
|
ItemSize(bb, 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); |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Combo Box |
|
// - 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 w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); |
|
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 ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); |
|
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); |
|
RenderNavHighlight(frame_bb, id); |
|
if (!(flags & ImGuiComboFlags_NoPreview)) |
|
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); |
|
if (!(flags & ImGuiComboFlags_NoArrowButton)) |
|
{ |
|
window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, 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(frame_bb.Max.x - arrow_size + 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, value_bb.Max, 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.CurrentPopupStack.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; |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Data Type and Data Formatting Helpers [Internal] |
|
// - PatchFormatStringFloatToInt() |
|
// - DataTypeFormatString() |
|
// - DataTypeApplyOp() |
|
// - DataTypeApplyOpFromText() |
|
// - GetMinimumStepAtDecimalPrecision |
|
// - RoundScalarWithFormat<>() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Drags |
|
// - DragBehaviorT<>() [Internal] |
|
// - DragBehavior() [Internal] |
|
// - DragScalar() |
|
// - DragScalarN() |
|
// - DragFloat() |
|
// - DragFloat2() |
|
// - DragFloat3() |
|
// - DragFloat4() |
|
// - DragFloatRange2() |
|
// - DragInt() |
|
// - DragInt2() |
|
// - DragInt3() |
|
// - DragInt4() |
|
// - DragIntRange2() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Sliders |
|
// - SliderBehaviorT<>() [Internal] |
|
// - SliderBehavior() [Internal] |
|
// - SliderScalar() |
|
// - SliderScalarN() |
|
// - SliderFloat() |
|
// - SliderFloat2() |
|
// - SliderFloat3() |
|
// - SliderFloat4() |
|
// - SliderAngle() |
|
// - SliderInt() |
|
// - SliderInt2() |
|
// - SliderInt3() |
|
// - SliderInt4() |
|
// - VSliderScalar() |
|
// - VSliderFloat() |
|
// - VSliderInt() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Inputs (_excepted InputText_) |
|
// - ImParseFormatFindStart() |
|
// - ImParseFormatFindEnd() |
|
// - ImParseFormatTrimDecorations() |
|
// - ImParseFormatPrecision() |
|
// - InputScalarAsWidgetReplacement() [Internal] |
|
// - InputScalar() |
|
// - InputScalarN() |
|
// - InputFloat() |
|
// - InputFloat2() |
|
// - InputFloat3() |
|
// - InputFloat4() |
|
// - InputInt() |
|
// - InputInt2() |
|
// - InputInt3() |
|
// - InputInt4() |
|
// - InputDouble() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: InputText |
|
// - InputText() |
|
// - InputTextMultiline() |
|
// - InputTextEx() [Internal] |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Color Editor / Picker |
|
// - ColorEdit3() |
|
// - ColorEdit4() |
|
// - ColorPicker3() |
|
// - RenderColorRectWithAlphaCheckerboard() [Internal] |
|
// - ColorPicker4() |
|
// - ColorButton() |
|
// - SetColorEditOptions() |
|
// - ColorTooltip() [Internal] |
|
// - ColorEditOptionsPopup() [Internal] |
|
// - ColorPickerOptionsPopup() [Internal] |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Trees |
|
// - TreeNode() |
|
// - TreeNodeV() |
|
// - TreeNodeEx() |
|
// - TreeNodeExV() |
|
// - TreeNodeBehavior() [Internal] |
|
// - TreePush() |
|
// - TreePop() |
|
// - TreeAdvanceToLabelPos() |
|
// - GetTreeNodeToLabelSpacing() |
|
// - SetNextTreeNodeOpen() |
|
// - CollapsingHeader() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Selectables |
|
// - Selectable() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: List Box |
|
// - ListBox() |
|
// - ListBoxHeader() |
|
// - ListBoxFooter() |
|
//------------------------------------------------------------------------- |
|
|
|
// FIXME: Rename to BeginListBox() |
|
// 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 empty label "##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, 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. |
|
|
|
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: Rename to BeginListBox() |
|
bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) |
|
{ |
|
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. |
|
// We don't add +0.40f 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); |
|
float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (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 + GetStyle().ItemSpacing.y; |
|
return ListBoxHeader(label, size); |
|
} |
|
|
|
// FIXME: Rename to EndListBox() |
|
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; |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Data Plotting |
|
// - PlotEx() [Internal] |
|
// - PlotLines() |
|
// - PlotHistogram() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Value() helpers |
|
// - Value() |
|
//------------------------------------------------------------------------- |
|
|
|
|
|
//------------------------------------------------------------------------- |
|
// WIDGETS: Menus |
|
// - ImGuiMenuColumns |
|
// - BeginMainMenuBar() |
|
// - EndMainMenuBar() |
|
// - BeginMenuBar() |
|
// - EndMenuBar() |
|
// - BeginMenu() |
|
// - EndMenu() |
|
// - MenuItem() |
|
//------------------------------------------------------------------------- |
|
|
|
// Helpers for internal use |
|
ImGuiMenuColumns::ImGuiMenuColumns() |
|
{ |
|
Count = 0; |
|
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)); |
|
Count = count; |
|
Width = NextWidth = 0.0f; |
|
Spacing = spacing; |
|
if (clear) memset(NextWidths, 0, sizeof(NextWidths)); |
|
for (int i = 0; i < Count; 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 < 3; 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; |
|
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); |
|
SetNextWindowPos(g.Viewports[0]->Pos); |
|
SetNextWindowSize(ImVec2(g.Viewports[0]->Size.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y)); |
|
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); |
|
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0)); |
|
ImGuiWindowFlags window_flags = 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; |
|
} |
|
|
|
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 |
|
ImGuiContext& g = *GImGui; |
|
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) |
|
FocusFrontMostActiveWindowIgnoringOne(g.NavWindow); |
|
|
|
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 + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 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++; |
|
window->DC.NavLayerCurrentMask <<= 1; |
|
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) |
|
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check |
|
FocusWindow(window); |
|
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); |
|
g.NavLayer = 1; |
|
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--; |
|
window->DC.NavLayerCurrentMask >>= 1; |
|
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.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.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 (using FindBestWindowPosForPopup). |
|
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 - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight()); |
|
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); |
|
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); |
|
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, want_close = false; |
|
if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) |
|
{ |
|
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. |
|
bool moving_within_opened_triangle = false; |
|
if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) |
|
{ |
|
if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window) |
|
{ |
|
ImRect next_window_rect = next_window->Rect(); |
|
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; |
|
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); |
|
ImVec2 tc = (window->Pos.x < next_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 < next_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_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); |
|
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug |
|
} |
|
} |
|
|
|
want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle); |
|
want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed); |
|
|
|
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.CurrentPopupStack.Size); |
|
|
|
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.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 the 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.OpenPopupStack.Size - 1); |
|
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, style.ItemSpacing * 2.0f); |
|
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); |
|
} |
|
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; |
|
}
|
|
|