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mirror of synced 2024-11-12 02:00:52 +01:00

sys: Updated ImGui, ImPlot and imnodes to latest versions

This commit is contained in:
WerWolv 2022-08-03 23:32:34 +02:00
parent 09a1e59b8c
commit deabacbd50
43 changed files with 10201 additions and 10955 deletions

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@ -27,18 +27,21 @@
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// IMHEX PATCH BEGIN
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
// IMHEX PATCH END
//---- Disable all of Dear ImGui or don't implement standard windows.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#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', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
@ -47,7 +50,6 @@
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#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().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
#define IMGUI_DEFINE_MATH_OPERATORS
//---- Include imgui_user.h at the end of imgui.h as a convenience
//#define IMGUI_INCLUDE_IMGUI_USER_H
@ -62,17 +64,20 @@
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources 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_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
// #define IMGUI_USE_STB_SPRINTF
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
// IMHEX PATCH BEGIN
#define IMGUI_ENABLE_FREETYPE
// IMHEX PATCH END
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
@ -81,12 +86,12 @@
//---- 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; } \
#define IM_VEC2_CLASS_EXTRA \
constexpr 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; } \
#define IM_VEC4_CLASS_EXTRA \
constexpr 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); }
*/

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@ -1,12 +1,13 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [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: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Issues:
@ -33,11 +34,16 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
// GLFW callbacks (installer)
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GLFW callbacks (individual callbacks to call if you didn't install callbacks)
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
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);

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@ -5,8 +5,8 @@
// 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-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -43,11 +43,11 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include "TargetConditionals.h"
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.

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@ -1,3 +1,22 @@
//-----------------------------------------------------------------------------
// About imgui_impl_opengl3_loader.h:
//
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
// which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
//
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// Regenerate with:
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
// https://github.com/ocornut/imgui/issues/4445
//-----------------------------------------------------------------------------
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
@ -26,14 +45,11 @@
* OTHER DEALINGS IN THE SOFTWARE.
*/
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include enums/functions that we use in this source file.
// Regenerate with: python gl3w_gen.py --imgui-dir /path/to/imgui/
// see https://github.com/dearimgui/gl3w_stripped for more info.
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
#ifndef __khrplatform_h_
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
@ -58,6 +74,7 @@ typedef uint64_t khronos_uint64_t;
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#endif // __khrplatform_h_
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
@ -147,9 +164,11 @@ typedef khronos_uint8_t GLubyte;
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_NEAREST 0x2600
#define GL_NEAREST 0x2600 // IMHEX PATCH
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
@ -161,8 +180,10 @@ typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
@ -176,8 +197,10 @@ GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
@ -226,16 +249,19 @@ typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
@ -244,7 +270,13 @@ typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
@ -260,6 +292,7 @@ typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
@ -267,6 +300,8 @@ typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei buf
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
@ -282,6 +317,7 @@ GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
@ -289,6 +325,8 @@ GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsize
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
@ -417,118 +455,130 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union GL3WProcs {
GL3WglProc ptr[52];
GL3WglProc ptr[58];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLISENABLEDPROC IsEnabled;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLBUFFERSUBDATAPROC BufferSubData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETERRORPROC GetError;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union GL3WProcs gl3wProcs;
GL3W_API extern union GL3WProcs imgl3wProcs;
/* OpenGL functions */
#define glActiveTexture gl3wProcs.gl.ActiveTexture
#define glAttachShader gl3wProcs.gl.AttachShader
#define glBindBuffer gl3wProcs.gl.BindBuffer
#define glBindSampler gl3wProcs.gl.BindSampler
#define glBindTexture gl3wProcs.gl.BindTexture
#define glBindVertexArray gl3wProcs.gl.BindVertexArray
#define glBlendEquation gl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate gl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate gl3wProcs.gl.BlendFuncSeparate
#define glBufferData gl3wProcs.gl.BufferData
#define glClear gl3wProcs.gl.Clear
#define glClearColor gl3wProcs.gl.ClearColor
#define glCompileShader gl3wProcs.gl.CompileShader
#define glCreateProgram gl3wProcs.gl.CreateProgram
#define glCreateShader gl3wProcs.gl.CreateShader
#define glDeleteBuffers gl3wProcs.gl.DeleteBuffers
#define glDeleteProgram gl3wProcs.gl.DeleteProgram
#define glDeleteShader gl3wProcs.gl.DeleteShader
#define glDeleteTextures gl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays gl3wProcs.gl.DeleteVertexArrays
#define glDetachShader gl3wProcs.gl.DetachShader
#define glDisable gl3wProcs.gl.Disable
#define glDrawElements gl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex gl3wProcs.gl.DrawElementsBaseVertex
#define glEnable gl3wProcs.gl.Enable
#define glEnableVertexAttribArray gl3wProcs.gl.EnableVertexAttribArray
#define glGenBuffers gl3wProcs.gl.GenBuffers
#define glGenTextures gl3wProcs.gl.GenTextures
#define glGenVertexArrays gl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation gl3wProcs.gl.GetAttribLocation
#define glGetIntegerv gl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog gl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv gl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog gl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv gl3wProcs.gl.GetShaderiv
#define glGetString gl3wProcs.gl.GetString
#define glGetStringi gl3wProcs.gl.GetStringi
#define glGetUniformLocation gl3wProcs.gl.GetUniformLocation
#define glIsEnabled gl3wProcs.gl.IsEnabled
#define glLinkProgram gl3wProcs.gl.LinkProgram
#define glPixelStorei gl3wProcs.gl.PixelStorei
#define glPolygonMode gl3wProcs.gl.PolygonMode
#define glReadPixels gl3wProcs.gl.ReadPixels
#define glScissor gl3wProcs.gl.Scissor
#define glShaderSource gl3wProcs.gl.ShaderSource
#define glTexImage2D gl3wProcs.gl.TexImage2D
#define glTexParameteri gl3wProcs.gl.TexParameteri
#define glUniform1i gl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv gl3wProcs.gl.UniformMatrix4fv
#define glUseProgram gl3wProcs.gl.UseProgram
#define glVertexAttribPointer gl3wProcs.gl.VertexAttribPointer
#define glViewport gl3wProcs.gl.Viewport
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
#define glAttachShader imgl3wProcs.gl.AttachShader
#define glBindBuffer imgl3wProcs.gl.BindBuffer
#define glBindSampler imgl3wProcs.gl.BindSampler
#define glBindTexture imgl3wProcs.gl.BindTexture
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
#define glBlendEquation imgl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
#define glBufferData imgl3wProcs.gl.BufferData
#define glBufferSubData imgl3wProcs.gl.BufferSubData
#define glClear imgl3wProcs.gl.Clear
#define glClearColor imgl3wProcs.gl.ClearColor
#define glCompileShader imgl3wProcs.gl.CompileShader
#define glCreateProgram imgl3wProcs.gl.CreateProgram
#define glCreateShader imgl3wProcs.gl.CreateShader
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
#define glDeleteShader imgl3wProcs.gl.DeleteShader
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
#define glGetError imgl3wProcs.gl.GetError
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
#define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode
#define glReadPixels imgl3wProcs.gl.ReadPixels
#define glScissor imgl3wProcs.gl.Scissor
#define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D
#define glTexParameteri imgl3wProcs.gl.TexParameteri
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
#define glViewport imgl3wProcs.gl.Viewport
#ifdef __cplusplus
}
@ -672,6 +722,7 @@ static const char *proc_names[] = {
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glBufferSubData",
"glClear",
"glClearColor",
"glCompileShader",
@ -684,14 +735,17 @@ static const char *proc_names[] = {
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDisableVertexAttribArray",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glFlush",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetError",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
@ -700,6 +754,8 @@ static const char *proc_names[] = {
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled",
"glLinkProgram",
"glPixelStorei",
@ -716,13 +772,13 @@ static const char *proc_names[] = {
"glViewport",
};
GL3W_API union GL3WProcs gl3wProcs;
GL3W_API union GL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
gl3wProcs.ptr[i] = proc(proc_names[i]);
imgl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus

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@ -1,6 +1,15 @@
#pragma once
#include <stddef.h>
#include <imgui.h>
#ifdef IMNODES_USER_CONFIG
#include IMNODES_USER_CONFIG
#endif
#ifndef IMNODES_NAMESPACE
#define IMNODES_NAMESPACE ImNodes
#endif
typedef int ImNodesCol; // -> enum ImNodesCol_
typedef int ImNodesStyleVar; // -> enum ImNodesStyleVar_
@ -27,6 +36,7 @@ enum ImNodesCol_
ImNodesCol_BoxSelectorOutline,
ImNodesCol_GridBackground,
ImNodesCol_GridLine,
ImNodesCol_GridLinePrimary,
ImNodesCol_MiniMapBackground,
ImNodesCol_MiniMapBackgroundHovered,
ImNodesCol_MiniMapOutline,
@ -37,6 +47,8 @@ enum ImNodesCol_
ImNodesCol_MiniMapNodeOutline,
ImNodesCol_MiniMapLink,
ImNodesCol_MiniMapLinkSelected,
ImNodesCol_MiniMapCanvas,
ImNodesCol_MiniMapCanvasOutline,
ImNodesCol_COUNT
};
@ -44,8 +56,7 @@ enum ImNodesStyleVar_
{
ImNodesStyleVar_GridSpacing = 0,
ImNodesStyleVar_NodeCornerRounding,
ImNodesStyleVar_NodePaddingHorizontal,
ImNodesStyleVar_NodePaddingVertical,
ImNodesStyleVar_NodePadding,
ImNodesStyleVar_NodeBorderThickness,
ImNodesStyleVar_LinkThickness,
ImNodesStyleVar_LinkLineSegmentsPerLength,
@ -55,14 +66,19 @@ enum ImNodesStyleVar_
ImNodesStyleVar_PinTriangleSideLength,
ImNodesStyleVar_PinLineThickness,
ImNodesStyleVar_PinHoverRadius,
ImNodesStyleVar_PinOffset
ImNodesStyleVar_PinOffset,
ImNodesStyleVar_MiniMapPadding,
ImNodesStyleVar_MiniMapOffset,
ImNodesStyleVar_COUNT
};
enum ImNodesStyleFlags_
{
ImNodesStyleFlags_None = 0,
ImNodesStyleFlags_NodeOutline = 1 << 0,
ImNodesStyleFlags_GridLines = 1 << 2
ImNodesStyleFlags_GridLines = 1 << 2,
ImNodesStyleFlags_GridLinesPrimary = 1 << 3,
ImNodesStyleFlags_GridSnapping = 1 << 4
};
enum ImNodesPinShape_
@ -121,10 +137,28 @@ struct ImNodesIO
const bool* Modifier;
} LinkDetachWithModifierClick;
struct MultipleSelectModifier
{
MultipleSelectModifier();
// Pointer to a boolean value indicating when the desired modifier is pressed. Set to NULL
// by default. To enable the feature, set the modifier to point to a boolean indicating the
// state of a modifier. For example,
//
// ImNodes::GetIO().MultipleSelectModifier.Modifier = &ImGui::GetIO().KeyCtrl;
//
// Left-clicking a node with this modifier pressed will add the node to the list of
// currently selected nodes. If this value is NULL, the Ctrl key will be used.
const bool* Modifier;
} MultipleSelectModifier;
// Holding alt mouse button pans the node area, by default middle mouse button will be used
// Set based on ImGuiMouseButton values
int AltMouseButton;
// Panning speed when dragging an element and mouse is outside the main editor view.
float AutoPanningSpeed;
ImNodesIO();
};
@ -132,10 +166,9 @@ struct ImNodesStyle
{
float GridSpacing;
float NodeCornerRounding;
float NodePaddingHorizontal;
float NodePaddingVertical;
float NodeBorderThickness;
float NodeCornerRounding;
ImVec2 NodePadding;
float NodeBorderThickness;
float LinkThickness;
float LinkLineSegmentsPerLength;
@ -161,6 +194,11 @@ struct ImNodesStyle
// Offsets the pins' positions from the edge of the node to the outside of the node.
float PinOffset;
// Mini-map padding size between mini-map edge and mini-map content.
ImVec2 MiniMapPadding;
// Mini-map offset from the screen side.
ImVec2 MiniMapOffset;
// By default, ImNodesStyleFlags_NodeOutline and ImNodesStyleFlags_Gridlines are enabled.
ImNodesStyleFlags Flags;
// Set these mid-frame using Push/PopColorStyle. You can index this color array with with a
@ -191,9 +229,15 @@ struct ImNodesContext;
struct ImNodesEditorContext;
// Callback type used to specify special behavior when hovering a node in the minimap
#ifndef ImNodesMiniMapNodeHoveringCallback
typedef void (*ImNodesMiniMapNodeHoveringCallback)(int, void*);
#endif
namespace ImNodes
#ifndef ImNodesMiniMapNodeHoveringCallbackUserData
typedef void* ImNodesMiniMapNodeHoveringCallbackUserData;
#endif
namespace IMNODES_NAMESPACE
{
// Call this function if you are compiling imnodes in to a dll, separate from ImGui. Calling this
// function sets the GImGui global variable, which is not shared across dll boundaries.
@ -215,10 +259,11 @@ ImNodesIO& GetIO();
// Returns the global style struct. See the struct declaration for default values.
ImNodesStyle& GetStyle();
// Style presets matching the dear imgui styles of the same name.
void StyleColorsDark(); // on by default
void StyleColorsClassic();
void StyleColorsLight();
// Style presets matching the dear imgui styles of the same name. If dest is NULL, the active
// context's ImNodesStyle instance will be used as the destination.
void StyleColorsDark(ImNodesStyle* dest = NULL); // on by default
void StyleColorsClassic(ImNodesStyle* dest = NULL);
void StyleColorsLight(ImNodesStyle* dest = NULL);
// The top-level function call. Call this before calling BeginNode/EndNode. Calling this function
// will result the node editor grid workspace being rendered.
@ -228,16 +273,17 @@ void EndNodeEditor();
// Add a navigable minimap to the editor; call before EndNodeEditor after all
// nodes and links have been specified
void MiniMap(
const float minimap_size_fraction = 0.2f,
const ImNodesMiniMapLocation location = ImNodesMiniMapLocation_TopLeft,
const ImNodesMiniMapNodeHoveringCallback node_hovering_callback = NULL,
void* node_hovering_callback_data = NULL);
const float minimap_size_fraction = 0.2f,
const ImNodesMiniMapLocation location = ImNodesMiniMapLocation_TopLeft,
const ImNodesMiniMapNodeHoveringCallback node_hovering_callback = NULL,
const ImNodesMiniMapNodeHoveringCallbackUserData node_hovering_callback_data = NULL);
// Use PushColorStyle and PopColorStyle to modify ImNodesStyle::Colors mid-frame.
void PushColorStyle(ImNodesCol item, unsigned int color);
void PopColorStyle();
void PushStyleVar(ImNodesStyleVar style_item, float value);
void PopStyleVar();
void PushStyleVar(ImNodesStyleVar style_item, const ImVec2& value);
void PopStyleVar(int count = 1);
// id can be any positive or negative integer, but INT_MIN is currently reserved for internal use.
void BeginNode(int id);
@ -301,6 +347,9 @@ ImVec2 GetNodeScreenSpacePos(const int node_id);
ImVec2 GetNodeEditorSpacePos(const int node_id);
ImVec2 GetNodeGridSpacePos(const int node_id);
// If ImNodesStyleFlags_GridSnapping is enabled, snap the specified node's origin to the grid.
void SnapNodeToGrid(int node_id);
// Returns true if the current node editor canvas is being hovered over by the mouse, and is not
// blocked by any other windows.
bool IsEditorHovered();
@ -386,4 +435,4 @@ void SaveEditorStateToIniFile(const ImNodesEditorContext* editor, const char* fi
void LoadCurrentEditorStateFromIniFile(const char* file_name);
void LoadEditorStateFromIniFile(ImNodesEditorContext* editor, const char* file_name);
} // namespace ImNodes
} // namespace IMNODES_NAMESPACE

View File

@ -1,10 +1,11 @@
#pragma once
#include "imnodes.h"
#include <imgui.h>
#define IMGUI_DEFINE_MATH_OPERATORS
#include <imgui_internal.h>
#include <assert.h>
#include <limits.h>
// the structure of this file:
@ -56,9 +57,6 @@ enum ImNodesClickInteractionType_
ImNodesClickInteractionType_LinkCreation,
ImNodesClickInteractionType_Panning,
ImNodesClickInteractionType_BoxSelection,
ImNodesClickInteractionType_MiniMapPanning,
ImNodesClickInteractionType_MiniMapZooming,
ImNodesClickInteractionType_MiniMapSnapping,
ImNodesClickInteractionType_ImGuiItem,
ImNodesClickInteractionType_None
};
@ -69,9 +67,6 @@ enum ImNodesLinkCreationType_
ImNodesLinkCreationType_FromDetach
};
// Callback type used to specify special behavior when hovering a node in the minimap
typedef void (*ImNodesMiniMapNodeHoveringCallback)(int, void*);
// [SECTION] internal data structures
// The object T must have the following interface:
@ -105,7 +100,7 @@ struct ImOptionalIndex
inline int Value() const
{
assert(HasValue());
IM_ASSERT(HasValue());
return _Index;
}
@ -157,7 +152,7 @@ struct ImNodeData
bool Draggable;
ImNodeData(const int node_id)
: Id(node_id), Origin(100.0f, 100.0f), TitleBarContentRect(),
: Id(node_id), Origin(0.0f, 0.0f), TitleBarContentRect(),
Rect(ImVec2(0.0f, 0.0f), ImVec2(0.0f, 0.0f)), ColorStyle(), LayoutStyle(), PinIndices(),
Draggable(true)
{
@ -215,7 +210,7 @@ struct ImClickInteractionState
struct
{
ImRect Rect;
ImRect Rect; // Coordinates in grid space
} BoxSelector;
ImClickInteractionState() : Type(ImNodesClickInteractionType_None) {}
@ -232,11 +227,17 @@ struct ImNodesColElement
struct ImNodesStyleVarElement
{
ImNodesStyleVar Item;
float Value;
float FloatValue[2];
ImNodesStyleVarElement(const float value, const ImNodesStyleVar variable)
: Item(variable), Value(value)
ImNodesStyleVarElement(const ImNodesStyleVar variable, const float value) : Item(variable)
{
FloatValue[0] = value;
}
ImNodesStyleVarElement(const ImNodesStyleVar variable, const ImVec2 value) : Item(variable)
{
FloatValue[0] = value.x;
FloatValue[1] = value.y;
}
};
@ -252,15 +253,41 @@ struct ImNodesEditorContext
// ui related fields
ImVec2 Panning;
ImVec2 AutoPanningDelta;
// Minimum and maximum extents of all content in grid space. Valid after final
// ImNodes::EndNode() call.
ImRect GridContentBounds;
ImVector<int> SelectedNodeIndices;
ImVector<int> SelectedLinkIndices;
// Relative origins of selected nodes for snapping of dragged nodes
ImVector<ImVec2> SelectedNodeOffsets;
// Offset of the primary node origin relative to the mouse cursor.
ImVec2 PrimaryNodeOffset;
ImClickInteractionState ClickInteraction;
// Mini-map state set by MiniMap()
bool MiniMapEnabled;
ImNodesMiniMapLocation MiniMapLocation;
float MiniMapSizeFraction;
ImNodesMiniMapNodeHoveringCallback MiniMapNodeHoveringCallback;
ImNodesMiniMapNodeHoveringCallbackUserData MiniMapNodeHoveringCallbackUserData;
// Mini-map state set during EndNodeEditor() call
ImRect MiniMapRectScreenSpace;
ImRect MiniMapContentScreenSpace;
float MiniMapScaling;
ImNodesEditorContext()
: Nodes(), Pins(), Links(), Panning(0.f, 0.f), SelectedNodeIndices(), SelectedLinkIndices(),
ClickInteraction()
SelectedNodeOffsets(), PrimaryNodeOffset(0.f, 0.f), ClickInteraction(),
MiniMapEnabled(false), MiniMapSizeFraction(0.0f),
MiniMapNodeHoveringCallback(NULL), MiniMapNodeHoveringCallbackUserData(NULL),
MiniMapScaling(0.0f)
{
}
};
@ -281,13 +308,6 @@ struct ImNodesContext
ImVec2 CanvasOriginScreenSpace;
ImRect CanvasRectScreenSpace;
// MiniMap state
ImRect MiniMapRectScreenSpace;
ImVec2 MiniMapRectSnappingOffset;
float MiniMapZoom;
ImNodesMiniMapNodeHoveringCallback MiniMapNodeHoveringCallback;
void* MiniMapNodeHoveringCallbackUserData;
// Debug helpers
ImNodesScope CurrentScope;
@ -331,14 +351,15 @@ struct ImNodesContext
bool LeftMouseDragging;
bool AltMouseDragging;
float AltMouseScrollDelta;
bool MultipleSelectModifier;
};
namespace ImNodes
namespace IMNODES_NAMESPACE
{
static inline ImNodesEditorContext& EditorContextGet()
{
// No editor context was set! Did you forget to call ImNodes::CreateContext()?
assert(GImNodes->EditorCtx != NULL);
IM_ASSERT(GImNodes->EditorCtx != NULL);
return *GImNodes->EditorCtx;
}
@ -354,12 +375,13 @@ static inline int ObjectPoolFind(const ImObjectPool<T>& objects, const int id)
template<typename T>
static inline void ObjectPoolUpdate(ImObjectPool<T>& objects)
{
objects.FreeList.clear();
for (int i = 0; i < objects.InUse.size(); ++i)
{
if (!objects.InUse[i])
const int id = objects.Pool[i].Id;
if (!objects.InUse[i] && objects.IdMap.GetInt(id, -1) == i)
{
objects.IdMap.SetInt(objects.Pool[i].Id, -1);
objects.IdMap.SetInt(id, -1);
objects.FreeList.push_back(i);
(objects.Pool.Data + i)->~T();
}
@ -369,7 +391,6 @@ static inline void ObjectPoolUpdate(ImObjectPool<T>& objects)
template<>
inline void ObjectPoolUpdate(ImObjectPool<ImNodeData>& nodes)
{
nodes.FreeList.clear();
for (int i = 0; i < nodes.InUse.size(); ++i)
{
if (nodes.InUse[i])
@ -378,23 +399,21 @@ inline void ObjectPoolUpdate(ImObjectPool<ImNodeData>& nodes)
}
else
{
const int previous_id = nodes.Pool[i].Id;
const int previous_idx = nodes.IdMap.GetInt(previous_id, -1);
const int id = nodes.Pool[i].Id;
if (previous_idx != -1)
if (nodes.IdMap.GetInt(id, -1) == i)
{
assert(previous_idx == i);
// Remove node idx form depth stack the first time we detect that this idx slot is
// unused
ImVector<int>& depth_stack = EditorContextGet().NodeDepthOrder;
const int* const elem = depth_stack.find(i);
assert(elem != depth_stack.end());
IM_ASSERT(elem != depth_stack.end());
depth_stack.erase(elem);
}
nodes.IdMap.SetInt(previous_id, -1);
nodes.FreeList.push_back(i);
(nodes.Pool.Data + i)->~ImNodeData();
nodes.IdMap.SetInt(id, -1);
nodes.FreeList.push_back(i);
(nodes.Pool.Data + i)->~ImNodeData();
}
}
}
}
@ -479,4 +498,4 @@ static inline T& ObjectPoolFindOrCreateObject(ImObjectPool<T>& objects, const in
const int index = ObjectPoolFindOrCreateIndex(objects, id);
return objects.Pool[index];
}
} // namespace ImNodes
} // namespace IMNODES_NAMESPACE

View File

@ -20,13 +20,35 @@
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
// ImPlot v0.11 WIP
// ImPlot v0.13 WIP
// Table of Contents:
//
// [SECTION] Macros and Defines
// [SECTION] Enums and Types
// [SECTION] Callbacks
// [SECTION] Contexts
// [SECTION] Begin/End Plot
// [SECTION] Begin/End Subplot
// [SECTION] Setup
// [SECTION] SetNext
// [SECTION] Plot Items
// [SECTION] Plot Tools
// [SECTION] Plot Utils
// [SECTION] Legend Utils
// [SECTION] Drag and Drop
// [SECTION] Styling
// [SECTION] Colormaps
// [SECTION] Input Mapping
// [SECTION] Miscellaneous
// [SECTION] Demo
// [SECTION] Obsolete API
#pragma once
#include "imgui.h"
//-----------------------------------------------------------------------------
// Macros and Defines
// [SECTION] Macros and Defines
//-----------------------------------------------------------------------------
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
@ -37,70 +59,92 @@
#define IMPLOT_API
#endif
// ImPlot version string
#define IMPLOT_VERSION "0.11 WIP"
// ImPlot version string.
#define IMPLOT_VERSION "0.13 WIP"
// Indicates variable should deduced automatically.
#define IMPLOT_AUTO -1
// Special color used to indicate that a color should be deduced automatically.
#define IMPLOT_AUTO_COL ImVec4(0,0,0,-1)
// Macro for templated plotting functions; keeps header clean.
#define IMPLOT_TMP template <typename T> IMPLOT_API
//-----------------------------------------------------------------------------
// Forward Declarations and Basic Types
// [SECTION] Enums and Types
//-----------------------------------------------------------------------------
// Forward declarations
struct ImPlotContext; // ImPlot context (opaque struct, see implot_internal.h)
struct ImPlotContext; // ImPlot context (opaque struct, see implot_internal.h)
// Enums/Flags
typedef int ImPlotFlags; // -> enum ImPlotFlags_
typedef int ImPlotAxisFlags; // -> enum ImPlotAxisFlags_
typedef int ImPlotSubplotFlags; // -> enum ImPlotSubplotFlags_
typedef int ImPlotCol; // -> enum ImPlotCol_
typedef int ImPlotStyleVar; // -> enum ImPlotStyleVar_
typedef int ImPlotMarker; // -> enum ImPlotMarker_
typedef int ImPlotColormap; // -> enum ImPlotColormap_
typedef int ImPlotLocation; // -> enum ImPlotLocation_
typedef int ImPlotOrientation; // -> enum ImPlotOrientation_
typedef int ImPlotYAxis; // -> enum ImPlotYAxis_;
typedef int ImPlotBin; // -> enum ImPlotBin_
typedef int ImAxis; // -> enum ImAxis_
typedef int ImPlotFlags; // -> enum ImPlotFlags_
typedef int ImPlotAxisFlags; // -> enum ImPlotAxisFlags_
typedef int ImPlotSubplotFlags; // -> enum ImPlotSubplotFlags_
typedef int ImPlotLegendFlags; // -> enum ImPlotLegendFlags_
typedef int ImPlotMouseTextFlags; // -> enum ImPlotMouseTextFlags_
typedef int ImPlotDragToolFlags; // -> ImPlotDragToolFlags_
typedef int ImPlotBarGroupsFlags; // -> ImPlotBarGroupsFlags_
typedef int ImPlotCond; // -> enum ImPlotCond_
typedef int ImPlotCol; // -> enum ImPlotCol_
typedef int ImPlotStyleVar; // -> enum ImPlotStyleVar_
typedef int ImPlotMarker; // -> enum ImPlotMarker_
typedef int ImPlotColormap; // -> enum ImPlotColormap_
typedef int ImPlotLocation; // -> enum ImPlotLocation_
typedef int ImPlotBin; // -> enum ImPlotBin_
// Axis indices. The values assigned may change; NEVER hardcode these.
enum ImAxis_ {
// horizontal axes
ImAxis_X1 = 0, // enabled by default
ImAxis_X2, // disabled by default
ImAxis_X3, // disabled by default
// vertical axes
ImAxis_Y1, // enabled by default
ImAxis_Y2, // disabled by default
ImAxis_Y3, // disabled by default
// bookeeping
ImAxis_COUNT
};
// Options for plots (see BeginPlot).
enum ImPlotFlags_ {
ImPlotFlags_None = 0, // default
ImPlotFlags_NoTitle = 1 << 0, // the plot title will not be displayed (titles are also hidden if preceeded by double hashes, e.g. "##MyPlot")
ImPlotFlags_NoLegend = 1 << 1, // the legend will not be displayed
ImPlotFlags_NoMenus = 1 << 2, // the user will not be able to open context menus with right-click
ImPlotFlags_NoBoxSelect = 1 << 3, // the user will not be able to box-select with right-click drag
ImPlotFlags_NoMousePos = 1 << 4, // the mouse position, in plot coordinates, will not be displayed inside of the plot
ImPlotFlags_NoHighlight = 1 << 5, // plot items will not be highlighted when their legend entry is hovered
ImPlotFlags_NoMouseText = 1 << 2, // the mouse position, in plot coordinates, will not be displayed inside of the plot
ImPlotFlags_NoInputs = 1 << 3, // the user will not be able to interact with the plot
ImPlotFlags_NoMenus = 1 << 4, // the user will not be able to open context menus
ImPlotFlags_NoBoxSelect = 1 << 5, // the user will not be able to box-select
ImPlotFlags_NoChild = 1 << 6, // a child window region will not be used to capture mouse scroll (can boost performance for single ImGui window applications)
ImPlotFlags_Equal = 1 << 7, // primary x and y axes will be constrained to have the same units/pixel (does not apply to auxiliary y-axes)
ImPlotFlags_YAxis2 = 1 << 8, // enable a 2nd y-axis on the right side
ImPlotFlags_YAxis3 = 1 << 9, // enable a 3rd y-axis on the right side
ImPlotFlags_Query = 1 << 10, // the user will be able to draw query rects with middle-mouse or CTRL + right-click drag
ImPlotFlags_Crosshairs = 1 << 11, // the default mouse cursor will be replaced with a crosshair when hovered
ImPlotFlags_AntiAliased = 1 << 12, // plot lines will be software anti-aliased (not recommended for high density plots, prefer MSAA)
ImPlotFlags_CanvasOnly = ImPlotFlags_NoTitle | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect | ImPlotFlags_NoMousePos
ImPlotFlags_NoFrame = 1 << 7, // the ImGui frame will not be rendered
ImPlotFlags_Equal = 1 << 8, // x and y axes pairs will be constrained to have the same units/pixel
ImPlotFlags_Crosshairs = 1 << 9, // the default mouse cursor will be replaced with a crosshair when hovered
ImPlotFlags_AntiAliased = 1 << 10, // plot items will be software anti-aliased (not recommended for high density plots, prefer MSAA)
ImPlotFlags_CanvasOnly = ImPlotFlags_NoTitle | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect | ImPlotFlags_NoMouseText
};
// Options for plot axes (see BeginPlot).
// Options for plot axes (see SetupAxis).
enum ImPlotAxisFlags_ {
ImPlotAxisFlags_None = 0, // default
ImPlotAxisFlags_NoLabel = 1 << 0, // the axis label will not be displayed (axis labels also hidden if the supplied string name is NULL)
ImPlotAxisFlags_NoGridLines = 1 << 1, // no grid lines will be displayed
ImPlotAxisFlags_NoTickMarks = 1 << 2, // no tick marks will be displayed
ImPlotAxisFlags_NoTickLabels = 1 << 3, // no text labels will be displayed
ImPlotAxisFlags_Foreground = 1 << 4, // grid lines will be displayed in the foreground (i.e. on top of data) in stead of the background
ImPlotAxisFlags_LogScale = 1 << 5, // a logartithmic (base 10) axis scale will be used (mutually exclusive with ImPlotAxisFlags_Time)
ImPlotAxisFlags_Time = 1 << 6, // axis will display date/time formatted labels (mutually exclusive with ImPlotAxisFlags_LogScale)
ImPlotAxisFlags_Invert = 1 << 7, // the axis will be inverted
ImPlotAxisFlags_NoInitialFit = 1 << 8, // axis will not be initially fit to data extents on the first rendered frame (also the case if SetNextPlotLimits explicitly called)
ImPlotAxisFlags_AutoFit = 1 << 9, // axis will be auto-fitting to data extents
ImPlotAxisFlags_RangeFit = 1 << 10, // axis will only fit points if the point is in the visible range of the **orthoganol** axis
ImPlotAxisFlags_LockMin = 1 << 11, // the axis minimum value will be locked when panning/zooming
ImPlotAxisFlags_LockMax = 1 << 12, // the axis maximum value will be locked when panning/zooming
ImPlotAxisFlags_NoInitialFit = 1 << 4, // axis will not be initially fit to data extents on the first rendered frame
ImPlotAxisFlags_NoMenus = 1 << 5, // the user will not be able to open context menus with right-click
ImPlotAxisFlags_Opposite = 1 << 6, // axis ticks and labels will be rendered on conventionally opposite side (i.e, right or top)
ImPlotAxisFlags_Foreground = 1 << 7, // grid lines will be displayed in the foreground (i.e. on top of data) in stead of the background
ImPlotAxisFlags_LogScale = 1 << 8, // a logartithmic (base 10) axis scale will be used (mutually exclusive with ImPlotAxisFlags_Time)
ImPlotAxisFlags_Time = 1 << 9, // axis will display date/time formatted labels (mutually exclusive with ImPlotAxisFlags_LogScale)
ImPlotAxisFlags_Invert = 1 << 10, // the axis will be inverted
ImPlotAxisFlags_AutoFit = 1 << 11, // axis will be auto-fitting to data extents
ImPlotAxisFlags_RangeFit = 1 << 12, // axis will only fit points if the point is in the visible range of the **orthogonal** axis
ImPlotAxisFlags_LockMin = 1 << 13, // the axis minimum value will be locked when panning/zooming
ImPlotAxisFlags_LockMax = 1 << 14, // the axis maximum value will be locked when panning/zooming
ImPlotAxisFlags_Lock = ImPlotAxisFlags_LockMin | ImPlotAxisFlags_LockMax,
ImPlotAxisFlags_NoDecorations = ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks | ImPlotAxisFlags_NoTickLabels
ImPlotAxisFlags_NoDecorations = ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_NoTickMarks | ImPlotAxisFlags_NoTickLabels,
ImPlotAxisFlags_AuxDefault = ImPlotAxisFlags_NoGridLines | ImPlotAxisFlags_Opposite
};
// Options for subplots (see BeginSubplot).
@ -112,13 +156,55 @@ enum ImPlotSubplotFlags_ {
ImPlotSubplotFlags_NoResize = 1 << 3, // resize splitters between subplot cells will be not be provided
ImPlotSubplotFlags_NoAlign = 1 << 4, // subplot edges will not be aligned vertically or horizontally
ImPlotSubplotFlags_ShareItems = 1 << 5, // items across all subplots will be shared and rendered into a single legend entry
ImPlotSubplotFlags_LinkRows = 1 << 6, // link the y-axis limits of all plots in each row (does not apply auxiliary y-axes)
ImPlotSubplotFlags_LinkCols = 1 << 7, // link the x-axis limits of all plots in each column
ImPlotSubplotFlags_LinkAllX = 1 << 8, // link the x-axis limits in every plot in the subplot
ImPlotSubplotFlags_LinkAllY = 1 << 9 , // link the y-axis limits in every plot in the subplot (does not apply to auxiliary y-axes)
ImPlotSubplotFlags_LinkRows = 1 << 6, // link the y-axis limits of all plots in each row (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkCols = 1 << 7, // link the x-axis limits of all plots in each column (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkAllX = 1 << 8, // link the x-axis limits in every plot in the subplot (does not apply to auxiliary axes)
ImPlotSubplotFlags_LinkAllY = 1 << 9, // link the y-axis limits in every plot in the subplot (does not apply to auxiliary axes)
ImPlotSubplotFlags_ColMajor = 1 << 10 // subplots are added in column major order instead of the default row major order
};
// Options for legends (see SetupLegend)
enum ImPlotLegendFlags_ {
ImPlotLegendFlags_None = 0, // default
ImPlotLegendFlags_NoButtons = 1 << 0, // legend icons will not function as hide/show buttons
ImPlotLegendFlags_NoHighlightItem = 1 << 1, // plot items will not be highlighted when their legend entry is hovered
ImPlotLegendFlags_NoHighlightAxis = 1 << 2, // axes will not be highlighted when legend entries are hovered (only relevant if x/y-axis count > 1)
ImPlotLegendFlags_NoMenus = 1 << 3, // the user will not be able to open context menus with right-click
ImPlotLegendFlags_Outside = 1 << 4, // legend will be rendered outside of the plot area
ImPlotLegendFlags_Horizontal = 1 << 5, // legend entries will be displayed horizontally
};
// Options for mouse hover text (see SetupMouseText)
enum ImPlotMouseTextFlags_ {
ImPlotMouseTextFlags_None = 0, // default
ImPlotMouseTextFlags_NoAuxAxes = 1 << 0, // only show the mouse position for primary axes
ImPlotMouseTextFlags_NoFormat = 1 << 1, // axes label formatters won't be used to render text
ImPlotMouseTextFlags_ShowAlways = 1 << 2, // always display mouse position even if plot not hovered
};
// Options for DragPoint, DragLine, DragRect
enum ImPlotDragToolFlags_ {
ImPlotDragToolFlags_None = 0, // default
ImPlotDragToolFlags_NoCursors = 1 << 0, // drag tools won't change cursor icons when hovered or held
ImPlotDragToolFlags_NoFit = 1 << 1, // the drag tool won't be considered for plot fits
ImPlotDragToolFlags_NoInputs = 1 << 2, // lock the tool from user inputs
ImPlotDragToolFlags_Delayed = 1 << 3, // tool rendering will be delayed one frame; useful when applying position-constraints
};
// Flags for ImPlot::PlotBarGroups
enum ImPlotBarGroupsFlags_ {
ImPlotBarGroupsFlags_None = 0, // default
ImPlotBarGroupsFlags_Stacked = 1 << 0, // items in a group will be stacked on top of each other
};
// Represents a condition for SetupAxisLimits etc. (same as ImGuiCond, but we only support a subset of those enums)
enum ImPlotCond_
{
ImPlotCond_None = ImGuiCond_None, // No condition (always set the variable), same as _Always
ImPlotCond_Always = ImGuiCond_Always, // No condition (always set the variable)
ImPlotCond_Once = ImGuiCond_Once, // Set the variable once per runtime session (only the first call will succeed)
};
// Plot styling colors.
enum ImPlotCol_ {
// item styling colors
@ -136,16 +222,13 @@ enum ImPlotCol_ {
ImPlotCol_LegendText, // legend text color (defaults to ImPlotCol_InlayText)
ImPlotCol_TitleText, // plot title text color (defaults to ImGuiCol_Text)
ImPlotCol_InlayText, // color of text appearing inside of plots (defaults to ImGuiCol_Text)
ImPlotCol_XAxis, // x-axis label and tick lables color (defaults to ImGuiCol_Text)
ImPlotCol_XAxisGrid, // x-axis grid color (defaults to 25% ImPlotCol_XAxis)
ImPlotCol_YAxis, // y-axis label and tick labels color (defaults to ImGuiCol_Text)
ImPlotCol_YAxisGrid, // y-axis grid color (defaults to 25% ImPlotCol_YAxis)
ImPlotCol_YAxis2, // 2nd y-axis label and tick labels color (defaults to ImGuiCol_Text)
ImPlotCol_YAxisGrid2, // 2nd y-axis grid/label color (defaults to 25% ImPlotCol_YAxis2)
ImPlotCol_YAxis3, // 3rd y-axis label and tick labels color (defaults to ImGuiCol_Text)
ImPlotCol_YAxisGrid3, // 3rd y-axis grid/label color (defaults to 25% ImPlotCol_YAxis3)
ImPlotCol_AxisText, // axis label and tick lables color (defaults to ImGuiCol_Text)
ImPlotCol_AxisGrid, // axis grid color (defaults to 25% ImPlotCol_AxisText)
ImPlotCol_AxisTick, // axis tick color (defaults to AxisGrid)
ImPlotCol_AxisBg, // background color of axis hover region (defaults to transparent)
ImPlotCol_AxisBgHovered, // axis hover color (defaults to ImGuiCol_ButtonHovered)
ImPlotCol_AxisBgActive, // axis active color (defaults to ImGuiCol_ButtonActive)
ImPlotCol_Selection, // box-selection color (defaults to yellow)
ImPlotCol_Query, // box-query color (defaults to green)
ImPlotCol_Crosshairs, // crosshairs color (defaults to ImPlotCol_PlotBorder)
ImPlotCol_COUNT
};
@ -233,19 +316,6 @@ enum ImPlotLocation_ {
ImPlotLocation_SouthEast = ImPlotLocation_South | ImPlotLocation_East // bottom-right
};
// Used to orient items on a plot (e.g. legends, labels, etc.)
enum ImPlotOrientation_ {
ImPlotOrientation_Horizontal, // left/right
ImPlotOrientation_Vertical // up/down
};
// Enums for different y-axes.
enum ImPlotYAxis_ {
ImPlotYAxis_1 = 0, // left (default)
ImPlotYAxis_2 = 1, // first on right side
ImPlotYAxis_3 = 2 // second on right side
};
// Enums for different automatic histogram binning methods (k = bin count or w = bin width)
enum ImPlotBin_ {
ImPlotBin_Sqrt = -1, // k = sqrt(n)
@ -257,8 +327,8 @@ enum ImPlotBin_ {
// Double precision version of ImVec2 used by ImPlot. Extensible by end users.
struct ImPlotPoint {
double x, y;
ImPlotPoint() { x = y = 0.0; }
ImPlotPoint(double _x, double _y) { x = _x; y = _y; }
ImPlotPoint() { x = y = 0.0; }
ImPlotPoint(double _x, double _y) { x = _x; y = _y; }
ImPlotPoint(const ImVec2& p) { x = p.x; y = p.y; }
double operator[] (size_t idx) const { return (&x)[idx]; }
double& operator[] (size_t idx) { return (&x)[idx]; }
@ -268,24 +338,28 @@ struct ImPlotPoint {
#endif
};
// A range defined by a min/max value. Used for plot axes ranges.
// Range defined by a min/max value.
struct ImPlotRange {
double Min, Max;
ImPlotRange() { Min = 0; Max = 0; }
ImPlotRange(double _min, double _max) { Min = _min; Max = _max; }
bool Contains(double value) const { return value >= Min && value <= Max; };
double Size() const { return Max - Min; };
ImPlotRange() { Min = 0; Max = 0; }
ImPlotRange(double _min, double _max) { Min = _min; Max = _max; }
bool Contains(double value) const { return value >= Min && value <= Max; }
double Size() const { return Max - Min; }
double Clamp(double value) const { return (value < Min) ? Min : (value > Max) ? Max : value; }
};
// Combination of two ranges for X and Y axes.
struct ImPlotLimits {
// Combination of two range limits for X and Y axes. Also an AABB defined by Min()/Max().
struct ImPlotRect {
ImPlotRange X, Y;
ImPlotLimits() { }
ImPlotLimits(double x_min, double x_max, double y_min, double y_max) { X.Min = x_min; X.Max = x_max; Y.Min = y_min; Y.Max = y_max; }
bool Contains(const ImPlotPoint& p) const { return Contains(p.x, p.y); }
bool Contains(double x, double y) const { return X.Contains(x) && Y.Contains(y); }
ImPlotPoint Min() const { return ImPlotPoint(X.Min, Y.Min); }
ImPlotPoint Max() const { return ImPlotPoint(X.Max, Y.Max); }
ImPlotRect() { }
ImPlotRect(double x_min, double x_max, double y_min, double y_max) { X.Min = x_min; X.Max = x_max; Y.Min = y_min; Y.Max = y_max; }
bool Contains(const ImPlotPoint& p) const { return Contains(p.x, p.y); }
bool Contains(double x, double y) const { return X.Contains(x) && Y.Contains(y); }
ImPlotPoint Size() const { return ImPlotPoint(X.Size(), Y.Size()); }
ImPlotPoint Clamp(const ImPlotPoint& p) { return Clamp(p.x, p.y); }
ImPlotPoint Clamp(double x, double y) { return ImPlotPoint(X.Clamp(x),Y.Clamp(y)); }
ImPlotPoint Min() const { return ImPlotPoint(X.Min, Y.Min); }
ImPlotPoint Max() const { return ImPlotPoint(X.Max, Y.Max); }
};
// Plot style structure
@ -331,14 +405,46 @@ struct ImPlotStyle {
IMPLOT_API ImPlotStyle();
};
#if (IMGUI_VERSION_NUM < 18716) // Renamed in 1.88
#define ImGuiModFlags ImGuiKeyModFlags
#define ImGuiModFlags_None ImGuiKeyModFlags_None
#define ImGuiModFlags_Ctrl ImGuiKeyModFlags_Ctrl
#define ImGuiModFlags_Shift ImGuiKeyModFlags_Shift
#define ImGuiModFlags_Alt ImGuiKeyModFlags_Alt
#define ImGuiModFlags_Super ImGuiKeyModFlags_Super
#endif
// Input mapping structure. Default values listed. See also MapInputDefault, MapInputReverse.
struct ImPlotInputMap {
ImGuiMouseButton Pan; // LMB enables panning when held,
ImGuiModFlags PanMod; // none optional modifier that must be held for panning/fitting
ImGuiMouseButton Fit; // LMB initiates fit when double clicked
ImGuiMouseButton Select; // RMB begins box selection when pressed and confirms selection when released
ImGuiMouseButton SelectCancel; // LMB cancels active box selection when pressed; cannot be same as Select
ImGuiModFlags SelectMod; // none optional modifier that must be held for box selection
ImGuiModFlags SelectHorzMod; // Alt expands active box selection horizontally to plot edge when held
ImGuiModFlags SelectVertMod; // Shift expands active box selection vertically to plot edge when held
ImGuiMouseButton Menu; // RMB opens context menus (if enabled) when clicked
ImGuiModFlags OverrideMod; // Ctrl when held, all input is ignored; used to enable axis/plots as DND sources
ImGuiModFlags ZoomMod; // none optional modifier that must be held for scroll wheel zooming
float ZoomRate; // 0.1f zoom rate for scroll (e.g. 0.1f = 10% plot range every scroll click); make negative to invert
IMPLOT_API ImPlotInputMap();
};
//-----------------------------------------------------------------------------
// ImPlot End-User API
// [SECTION] Callbacks
//-----------------------------------------------------------------------------
// Callback signature for axis tick label formatter.
typedef void (*ImPlotFormatter)(double value, char* buff, int size, void* user_data);
// Callback signature for data getter.
typedef ImPlotPoint (*ImPlotGetter)(void* user_data, int idx);
namespace ImPlot {
//-----------------------------------------------------------------------------
// ImPlot Context
// [SECTION] Contexts
//-----------------------------------------------------------------------------
// Creates a new ImPlot context. Call this after ImGui::CreateContext.
@ -357,14 +463,14 @@ IMPLOT_API void SetCurrentContext(ImPlotContext* ctx);
IMPLOT_API void SetImGuiContext(ImGuiContext* ctx);
//-----------------------------------------------------------------------------
// Begin/End Plot
// [SECTION] Begin/End Plot
//-----------------------------------------------------------------------------
// Starts a 2D plotting context. If this function returns true, EndPlot() MUST
// be called! You are encouraged to use the following convention:
//
// if (BeginPlot(...)) {
// ImPlot::PlotLine(...);
// PlotLine(...);
// ...
// EndPlot();
// }
@ -374,31 +480,16 @@ IMPLOT_API void SetImGuiContext(ImGuiContext* ctx);
// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID
// collisions or don't want to display a title in the plot, use double hashes
// (e.g. "MyPlot##HiddenIdText" or "##NoTitle").
// - If #x_label and/or #y_label are provided, axes labels will be displayed.
// - #size is the **frame** size of the plot widget, not the plot area. The default
// size of plots (i.e. when ImVec2(0,0)) can be modified in your ImPlotStyle
// (default is 400x300 px).
// - Auxiliary y-axes must be enabled with ImPlotFlags_YAxis2/3 to be displayed.
// - See ImPlotFlags and ImPlotAxisFlags for more available options.
IMPLOT_API bool BeginPlot(const char* title_id,
const char* x_label = NULL,
const char* y_label = NULL,
const ImVec2& size = ImVec2(-1,0),
ImPlotFlags flags = ImPlotFlags_None,
ImPlotAxisFlags x_flags = ImPlotAxisFlags_None,
ImPlotAxisFlags y_flags = ImPlotAxisFlags_None,
ImPlotAxisFlags y2_flags = ImPlotAxisFlags_NoGridLines,
ImPlotAxisFlags y3_flags = ImPlotAxisFlags_NoGridLines,
const char* y2_label = NULL,
const char* y3_label = NULL);
// size of plots (i.e. when ImVec2(0,0)) can be modified in your ImPlotStyle.
IMPLOT_API bool BeginPlot(const char* title_id, const ImVec2& size = ImVec2(-1,0), ImPlotFlags flags = ImPlotFlags_None);
// Only call EndPlot() if BeginPlot() returns true! Typically called at the end
// of an if statement conditioned on BeginPlot(). See example above.
IMPLOT_API void EndPlot();
//-----------------------------------------------------------------------------
// Begin/EndSubplots
// [SECTION] Begin/End Subplots
//-----------------------------------------------------------------------------
// Starts a subdivided plotting context. If the function returns true,
@ -419,16 +510,17 @@ IMPLOT_API void EndPlot();
// EndSubplots();
// }
//
// Procudes:
// Produces:
//
// [0][1][2]
// [3][4][5]
// [0] | [1] | [2]
// ----|-----|----
// [3] | [4] | [5]
//
// Important notes:
//
// - #title_id must be unique to the current ImGui ID scope. If you need to avoid ID
// collisions or don't want to display a title in the plot, use double hashes
// (e.g. "MyPlot##HiddenIdText" or "##NoTitle").
// (e.g. "MySubplot##HiddenIdText" or "##NoTitle").
// - #rows and #cols must be greater than 0.
// - #size is the size of the entire grid of subplots, not the individual plots
// - #row_ratios and #col_ratios must have AT LEAST #rows and #cols elements,
@ -459,10 +551,107 @@ IMPLOT_API bool BeginSubplots(const char* title_id,
IMPLOT_API void EndSubplots();
//-----------------------------------------------------------------------------
// Plot Items
// [SECTION] Setup
//-----------------------------------------------------------------------------
// The template functions below are explicitly instantiated in implot_items.cpp.
// The following API allows you to setup and customize various aspects of the
// current plot. The functions should be called immediately after BeginPlot
// and before any other API calls. Typical usage is as follows:
// if (BeginPlot(...)) { 1) begin a new plot
// SetupAxis(ImAxis_X1, "My X-Axis"); 2) make Setup calls
// SetupAxis(ImAxis_Y1, "My Y-Axis");
// SetupLegend(ImPlotLocation_North);
// ...
// SetupFinish(); 3) [optional] explicitly finish setup
// PlotLine(...); 4) plot items
// ...
// EndPlot(); 5) end the plot
// }
//
// Important notes:
//
// - Always call Setup code at the top of your BeginPlot conditional statement.
// - Setup is locked once you start plotting or explicitly call SetupFinish.
// Do NOT call Setup code after you begin plotting or after you make
// any non-Setup API calls (e.g. utils like PlotToPixels also lock Setup)
// - Calling SetupFinish is OPTIONAL, but probably good practice. If you do not
// call it yourself, then the first subsequent plotting or utility function will
// call it for you.
// Enables an axis or sets the label and/or flags for an existing axis. Leave #label = NULL for no label.
IMPLOT_API void SetupAxis(ImAxis axis, const char* label = NULL, ImPlotAxisFlags flags = ImPlotAxisFlags_None);
// Sets an axis range limits. If ImPlotCond_Always is used, the axes limits will be locked.
IMPLOT_API void SetupAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond = ImPlotCond_Once);
// Links an axis range limits to external values. Set to NULL for no linkage. The pointer data must remain valid until EndPlot.
IMPLOT_API void SetupAxisLinks(ImAxis axis, double* link_min, double* link_max);
// Sets the format of numeric axis labels via formater specifier (default="%g"). Formated values will be double (i.e. use %f).
IMPLOT_API void SetupAxisFormat(ImAxis axis, const char* fmt);
// Sets the format of numeric axis labels via formatter callback. Given #value, write a label into #buff. Optionally pass user data.
IMPLOT_API void SetupAxisFormat(ImAxis axis, ImPlotFormatter formatter, void* data = NULL);
// Sets an axis' ticks and optionally the labels. To keep the default ticks, set #keep_default=true.
IMPLOT_API void SetupAxisTicks(ImAxis axis, const double* values, int n_ticks, const char* const labels[] = NULL, bool keep_default = false);
// Sets an axis' ticks and optionally the labels for the next plot. To keep the default ticks, set #keep_default=true.
IMPLOT_API void SetupAxisTicks(ImAxis axis, double v_min, double v_max, int n_ticks, const char* const labels[] = NULL, bool keep_default = false);
// Sets the label and/or flags for primary X and Y axes (shorthand for two calls to SetupAxis).
IMPLOT_API void SetupAxes(const char* x_label, const char* y_label, ImPlotAxisFlags x_flags = ImPlotAxisFlags_None, ImPlotAxisFlags y_flags = ImPlotAxisFlags_None);
// Sets the primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits).
IMPLOT_API void SetupAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond = ImPlotCond_Once);
// Sets up the plot legend.
IMPLOT_API void SetupLegend(ImPlotLocation location, ImPlotLegendFlags flags = ImPlotLegendFlags_None);
// Set the location of the current plot's mouse position text (default = South|East).
IMPLOT_API void SetupMouseText(ImPlotLocation location, ImPlotMouseTextFlags flags = ImPlotMouseTextFlags_None);
// Explicitly finalize plot setup. Once you call this, you cannot make anymore Setup calls for the current plot!
// Note that calling this function is OPTIONAL; it will be called by the first subsequent setup-locking API call.
IMPLOT_API void SetupFinish();
//-----------------------------------------------------------------------------
// [SECTION] SetNext
//-----------------------------------------------------------------------------
// Though you should default to the `Setup` API above, there are some scenarios
// where (re)configuring a plot or axis before `BeginPlot` is needed (e.g. if
// using a preceding button or slider widget to change the plot limits). In
// this case, you can use the `SetNext` API below. While this is not as feature
// rich as the Setup API, most common needs are provided. These functions can be
// called anwhere except for inside of `Begin/EndPlot`. For example:
// if (ImGui::Button("Center Plot"))
// ImPlot::SetNextPlotLimits(-1,1,-1,1);
// if (ImPlot::BeginPlot(...)) {
// ...
// ImPlot::EndPlot();
// }
//
// Important notes:
//
// - You must still enable non-default axes with SetupAxis for these functions
// to work properly.
// Sets an upcoming axis range limits. If ImPlotCond_Always is used, the axes limits will be locked.
IMPLOT_API void SetNextAxisLimits(ImAxis axis, double v_min, double v_max, ImPlotCond cond = ImPlotCond_Once);
// Links an upcoming axis range limits to external values. Set to NULL for no linkage. The pointer data must remain valid until EndPlot!
IMPLOT_API void SetNextAxisLinks(ImAxis axis, double* link_min, double* link_max);
// Set an upcoming axis to auto fit to its data.
IMPLOT_API void SetNextAxisToFit(ImAxis axis);
// Sets the upcoming primary X and Y axes range limits. If ImPlotCond_Always is used, the axes limits will be locked (shorthand for two calls to SetupAxisLimits).
IMPLOT_API void SetNextAxesLimits(double x_min, double x_max, double y_min, double y_max, ImPlotCond cond = ImPlotCond_Once);
// Sets all upcoming axes to auto fit to their data.
IMPLOT_API void SetNextAxesToFit();
//-----------------------------------------------------------------------------
// [SECTION] Plot Items
//-----------------------------------------------------------------------------
// The main plotting API is provied below. Call these functions between
// Begin/EndPlot and after any Setup API calls. Each plots data on the current
// x and y axes, which can be changed with `SetAxis/Axes`.
//
// The templated functions are explicitly instantiated in implot_items.cpp.
// They are not intended to be used generically with custom types. You will get
// a linker error if you try! All functions support the following scalar types:
//
@ -507,71 +696,77 @@ IMPLOT_API void EndSubplots();
// if you try plotting extremely large 64-bit integral types. Proceed with caution!
// Plots a standard 2D line plot.
template <typename T> IMPLOT_API void PlotLine(const char* label_id, const T* values, int count, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotLine(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotLineG(const char* label_id, ImPlotPoint (*getter)(void* data, int idx), void* data, int count, int offset=0);
IMPLOT_TMP void PlotLine(const char* label_id, const T* values, int count, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotLine(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotLineG(const char* label_id, ImPlotGetter getter, void* data, int count);
// Plots a standard 2D scatter plot. Default marker is ImPlotMarker_Circle.
template <typename T> IMPLOT_API void PlotScatter(const char* label_id, const T* values, int count, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotScatter(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotScatterG(const char* label_id, ImPlotPoint (*getter)(void* data, int idx), void* data, int count, int offset=0);
IMPLOT_TMP void PlotScatter(const char* label_id, const T* values, int count, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotScatter(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotScatterG(const char* label_id, ImPlotGetter getter, void* data, int count);
// Plots a a stairstep graph. The y value is continued constantly from every x position, i.e. the interval [x[i], x[i+1]) has the value y[i].
template <typename T> IMPLOT_API void PlotStairs(const char* label_id, const T* values, int count, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotStairs(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotStairsG(const char* label_id, ImPlotPoint (*getter)(void* data, int idx), void* data, int count, int offset=0);
IMPLOT_TMP void PlotStairs(const char* label_id, const T* values, int count, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotStairs(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotStairsG(const char* label_id, ImPlotGetter getter, void* data, int count);
// Plots a shaded (filled) region between two lines, or a line and a horizontal reference. Set y_ref to +/-INFINITY for infinite fill extents.
template <typename T> IMPLOT_API void PlotShaded(const char* label_id, const T* values, int count, double y_ref=0, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotShaded(const char* label_id, const T* xs, const T* ys, int count, double y_ref=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotShaded(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotShadedG(const char* label_id, ImPlotPoint (*getter1)(void* data, int idx), void* data1, ImPlotPoint (*getter2)(void* data, int idx), void* data2, int count, int offset=0);
// Plots a shaded (filled) region between two lines, or a line and a horizontal reference. Set yref to +/-INFINITY for infinite fill extents.
IMPLOT_TMP void PlotShaded(const char* label_id, const T* values, int count, double yref=0, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotShaded(const char* label_id, const T* xs, const T* ys, int count, double yref=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotShaded(const char* label_id, const T* xs, const T* ys1, const T* ys2, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotShadedG(const char* label_id, ImPlotGetter getter1, void* data1, ImPlotGetter getter2, void* data2, int count);
// Plots a vertical bar graph. #width and #shift are in X units.
template <typename T> IMPLOT_API void PlotBars(const char* label_id, const T* values, int count, double width=0.67, double shift=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotBars(const char* label_id, const T* xs, const T* ys, int count, double width, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotBarsG(const char* label_id, ImPlotPoint (*getter)(void* data, int idx), void* data, int count, double width, int offset=0);
// Plots a vertical bar graph. #bar_width and #x0 are in X units.
IMPLOT_TMP void PlotBars(const char* label_id, const T* values, int count, double bar_width=0.67, double x0=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotBars(const char* label_id, const T* xs, const T* ys, int count, double bar_width, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotBarsG(const char* label_id, ImPlotGetter getter, void* data, int count, double bar_width);
// Plots a horizontal bar graph. #height and #shift are in Y units.
template <typename T> IMPLOT_API void PlotBarsH(const char* label_id, const T* values, int count, double height=0.67, double shift=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotBarsH(const char* label_id, const T* xs, const T* ys, int count, double height, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotBarsHG(const char* label_id, ImPlotPoint (*getter)(void* data, int idx), void* data, int count, double height, int offset=0);
// Plots a horizontal bar graph. #bar_height and #y0 are in Y units.
IMPLOT_TMP void PlotBarsH(const char* label_id, const T* values, int count, double bar_height=0.67, double y0=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotBarsH(const char* label_id, const T* xs, const T* ys, int count, double bar_height, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotBarsHG(const char* label_id, ImPlotGetter getter, void* data, int count, double bar_height);
// Plots a group of vertical bars. #values is a row-major matrix with #item_count rows and #group_count cols. #label_ids should have #item_count elements.
IMPLOT_TMP void PlotBarGroups(const char* const label_ids[], const T* values, int item_count, int group_count, double group_width=0.67, double x0=0, ImPlotBarGroupsFlags flags=ImPlotBarGroupsFlags_None);
// Plots a group of horizontal bars. #values is a row-major matrix with #item_count rows and #group_count cols. #label_ids should have #item_count elements.
IMPLOT_TMP void PlotBarGroupsH(const char* const label_ids[], const T* values, int item_count, int group_count, double group_height=0.67, double y0=0, ImPlotBarGroupsFlags flags=ImPlotBarGroupsFlags_None);
// Plots vertical error bar. The label_id should be the same as the label_id of the associated line or bar plot.
template <typename T> IMPLOT_API void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* err, int count, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* err, int count, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotErrorBars(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, int offset=0, int stride=sizeof(T));
// Plots horizontal error bars. The label_id should be the same as the label_id of the associated line or bar plot.
template <typename T> IMPLOT_API void PlotErrorBarsH(const char* label_id, const T* xs, const T* ys, const T* err, int count, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotErrorBarsH(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotErrorBarsH(const char* label_id, const T* xs, const T* ys, const T* err, int count, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotErrorBarsH(const char* label_id, const T* xs, const T* ys, const T* neg, const T* pos, int count, int offset=0, int stride=sizeof(T));
/// Plots vertical stems.
template <typename T> IMPLOT_API void PlotStems(const char* label_id, const T* values, int count, double y_ref=0, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotStems(const char* label_id, const T* xs, const T* ys, int count, double y_ref=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotStems(const char* label_id, const T* values, int count, double yref=0, double xscale=1, double x0=0, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotStems(const char* label_id, const T* xs, const T* ys, int count, double yref=0, int offset=0, int stride=sizeof(T));
/// Plots infinite vertical or horizontal lines (e.g. for references or asymptotes).
template <typename T> IMPLOT_API void PlotVLines(const char* label_id, const T* xs, int count, int offset=0, int stride=sizeof(T));
template <typename T> IMPLOT_API void PlotHLines(const char* label_id, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotVLines(const char* label_id, const T* xs, int count, int offset=0, int stride=sizeof(T));
IMPLOT_TMP void PlotHLines(const char* label_id, const T* ys, int count, int offset=0, int stride=sizeof(T));
// Plots a pie chart. If the sum of values > 1 or normalize is true, each value will be normalized. Center and radius are in plot units. #label_fmt can be set to NULL for no labels.
template <typename T> IMPLOT_API void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, bool normalize=false, const char* label_fmt="%.1f", double angle0=90);
IMPLOT_TMP void PlotPieChart(const char* const label_ids[], const T* values, int count, double x, double y, double radius, bool normalize=false, const char* label_fmt="%.1f", double angle0=90);
// Plots a 2D heatmap chart. Values are expected to be in row-major order. Leave #scale_min and scale_max both at 0 for automatic color scaling, or set them to a predefined range. #label_fmt can be set to NULL for no labels.
template <typename T> IMPLOT_API void PlotHeatmap(const char* label_id, const T* values, int rows, int cols, double scale_min=0, double scale_max=0, const char* label_fmt="%.1f", const ImPlotPoint& bounds_min=ImPlotPoint(0,0), const ImPlotPoint& bounds_max=ImPlotPoint(1,1));
IMPLOT_TMP void PlotHeatmap(const char* label_id, const T* values, int rows, int cols, double scale_min=0, double scale_max=0, const char* label_fmt="%.1f", const ImPlotPoint& bounds_min=ImPlotPoint(0,0), const ImPlotPoint& bounds_max=ImPlotPoint(1,1));
// Plots a horizontal histogram. #bins can be a positive integer or an ImPlotBin_ method. If #cumulative is true, each bin contains its count plus the counts of all previous bins.
// If #density is true, the PDF is visualized. If both are true, the CDF is visualized. If #range is left unspecified, the min/max of #values will be used as the range.
// If #range is specified, outlier values outside of the range are not binned. However, outliers still count toward normalizing and cumulative counts unless #outliers is false. The largest bin count or density is returned.
template <typename T> IMPLOT_API double PlotHistogram(const char* label_id, const T* values, int count, int bins=ImPlotBin_Sturges, bool cumulative=false, bool density=false, ImPlotRange range=ImPlotRange(), bool outliers=true, double bar_scale=1.0);
IMPLOT_TMP double PlotHistogram(const char* label_id, const T* values, int count, int bins=ImPlotBin_Sturges, bool cumulative=false, bool density=false, ImPlotRange range=ImPlotRange(), bool outliers=true, double bar_scale=1.0);
// Plots two dimensional, bivariate histogram as a heatmap. #x_bins and #y_bins can be a positive integer or an ImPlotBin. If #density is true, the PDF is visualized.
// If #range is left unspecified, the min/max of #xs an #ys will be used as the ranges. If #range is specified, outlier values outside of range are not binned.
// If #bounds is left unspecified, the min/max of #xs an #ys will be used as the ranges. If #bounds is specified, outlier values outside of range are not binned.
// However, outliers still count toward the normalizing count for density plots unless #outliers is false. The largest bin count or density is returned.
template <typename T> IMPLOT_API double PlotHistogram2D(const char* label_id, const T* xs, const T* ys, int count, int x_bins=ImPlotBin_Sturges, int y_bins=ImPlotBin_Sturges, bool density=false, ImPlotLimits range=ImPlotLimits(), bool outliers=true);
IMPLOT_TMP double PlotHistogram2D(const char* label_id, const T* xs, const T* ys, int count, int x_bins=ImPlotBin_Sturges, int y_bins=ImPlotBin_Sturges, bool density=false, ImPlotRect range=ImPlotRect(), bool outliers=true);
// Plots digital data. Digital plots do not respond to y drag or zoom, and are always referenced to the bottom of the plot.
template <typename T> IMPLOT_API void PlotDigital(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotDigitalG(const char* label_id, ImPlotPoint (*getter)(void* data, int idx), void* data, int count, int offset=0);
IMPLOT_TMP void PlotDigital(const char* label_id, const T* xs, const T* ys, int count, int offset=0, int stride=sizeof(T));
IMPLOT_API void PlotDigitalG(const char* label_id, ImPlotGetter getter, void* data, int count);
// Plots an axis-aligned image. #bounds_min/bounds_max are in plot coordinates (y-up) and #uv0/uv1 are in texture coordinates (y-down).
IMPLOT_API void PlotImage(const char* label_id, ImTextureID user_texture_id, const ImPlotPoint& bounds_min, const ImPlotPoint& bounds_max, const ImVec2& uv0=ImVec2(0,0), const ImVec2& uv1=ImVec2(1,1), const ImVec4& tint_col=ImVec4(1,1,1,1));
@ -583,163 +778,130 @@ IMPLOT_API void PlotText(const char* text, double x, double y, bool vertical=fal
IMPLOT_API void PlotDummy(const char* label_id);
//-----------------------------------------------------------------------------
// Plot Utils
// [SECTION] Plot Tools
//-----------------------------------------------------------------------------
// The following functions MUST be called BEFORE BeginPlot!
// The following can be used to render interactive elements and/or annotations.
// Like the item plotting functions above, they apply to the current x and y
// axes, which can be changed with `SetAxis/SetAxes`.
// Set the axes range limits of the next plot. Call right before BeginPlot(). If ImGuiCond_Always is used, the axes limits will be locked.
IMPLOT_API void SetNextPlotLimits(double xmin, double xmax, double ymin, double ymax, ImGuiCond cond = ImGuiCond_Once);
// Set the X axis range limits of the next plot. Call right before BeginPlot(). If ImGuiCond_Always is used, the X axis limits will be locked.
IMPLOT_API void SetNextPlotLimitsX(double xmin, double xmax, ImGuiCond cond = ImGuiCond_Once);
// Set the Y axis range limits of the next plot. Call right before BeginPlot(). If ImGuiCond_Always is used, the Y axis limits will be locked.
IMPLOT_API void SetNextPlotLimitsY(double ymin, double ymax, ImGuiCond cond = ImGuiCond_Once, ImPlotYAxis y_axis = ImPlotYAxis_1);
// Links the next plot limits to external values. Set to NULL for no linkage. The pointer data must remain valid until the matching call to EndPlot.
IMPLOT_API void LinkNextPlotLimits(double* xmin, double* xmax, double* ymin, double* ymax, double* ymin2 = NULL, double* ymax2 = NULL, double* ymin3 = NULL, double* ymax3 = NULL);
// Fits the next plot axes to all plotted data if they are unlocked (equivalent to double-clicks).
IMPLOT_API void FitNextPlotAxes(bool x = true, bool y = true, bool y2 = true, bool y3 = true);
// Shows a draggable point at x,y. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragPoint(int id, double* x, double* y, const ImVec4& col, float size = 4, ImPlotDragToolFlags flags = ImPlotDragToolFlags_None);
// Shows a draggable vertical guide line at an x-value. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragLineX(int id, double* x, const ImVec4& col, float thickness = 1, ImPlotDragToolFlags flags = ImPlotDragToolFlags_None);
// Shows a draggable horizontal guide line at a y-value. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragLineY(int id, double* y, const ImVec4& col, float thickness = 1, ImPlotDragToolFlags flags = ImPlotDragToolFlags_None);
// Shows a draggable and resizeable rectangle.
IMPLOT_API bool DragRect(int id, double* x_min, double* y_min, double* x_max, double* y_max, const ImVec4& col, ImPlotDragToolFlags flags = ImPlotDragToolFlags_None);
// Set the X axis ticks and optionally the labels for the next plot. To keep the default ticks, set #keep_default=true.
IMPLOT_API void SetNextPlotTicksX(const double* values, int n_ticks, const char* const labels[] = NULL, bool keep_default = false);
IMPLOT_API void SetNextPlotTicksX(double x_min, double x_max, int n_ticks, const char* const labels[] = NULL, bool keep_default = false);
// Set the Y axis ticks and optionally the labels for the next plot. To keep the default ticks, set #keep_default=true.
IMPLOT_API void SetNextPlotTicksY(const double* values, int n_ticks, const char* const labels[] = NULL, bool keep_default = false, ImPlotYAxis y_axis = ImPlotYAxis_1);
IMPLOT_API void SetNextPlotTicksY(double y_min, double y_max, int n_ticks, const char* const labels[] = NULL, bool keep_default = false, ImPlotYAxis y_axis = ImPlotYAxis_1);
// Shows an annotation callout at a chosen point. Clamping keeps annotations in the plot area. Annotations are always rendered on top.
IMPLOT_API void Annotation(double x, double y, const ImVec4& color, const ImVec2& pix_offset, bool clamp, bool round = false);
IMPLOT_API void Annotation(double x, double y, const ImVec4& color, const ImVec2& pix_offset, bool clamp, const char* fmt, ...) IM_FMTARGS(6);
IMPLOT_API void AnnotationV(double x, double y, const ImVec4& color, const ImVec2& pix_offset, bool clamp, const char* fmt, va_list args) IM_FMTLIST(6);
// Set the format for numeric X axis labels (default="%g"). Formated values will be doubles (i.e. don't supply %d, %i, etc.). Not applicable if ImPlotAxisFlags_Time enabled.
IMPLOT_API void SetNextPlotFormatX(const char* fmt);
// Set the format for numeric Y axis labels (default="%g"). Formated values will be doubles (i.e. don't supply %d, %i, etc.).
IMPLOT_API void SetNextPlotFormatY(const char* fmt, ImPlotYAxis y_axis=ImPlotYAxis_1);
// Shows a x-axis tag at the specified coordinate value.
IMPLOT_API void TagX(double x, const ImVec4& color, bool round = false);
IMPLOT_API void TagX(double x, const ImVec4& color, const char* fmt, ...) IM_FMTARGS(3);
IMPLOT_API void TagXV(double x, const ImVec4& color, const char* fmt, va_list args) IM_FMTLIST(3);
// The following functions MUST be called BETWEEN Begin/EndPlot!
// Shows a y-axis tag at the specified coordinate value.
IMPLOT_API void TagY(double y, const ImVec4& color, bool round = false);
IMPLOT_API void TagY(double y, const ImVec4& color, const char* fmt, ...) IM_FMTARGS(3);
IMPLOT_API void TagYV(double y, const ImVec4& color, const char* fmt, va_list args) IM_FMTLIST(3);
// Select which Y axis will be used for subsequent plot elements. The default is ImPlotYAxis_1, or the first (left) Y axis. Enable 2nd and 3rd axes with ImPlotFlags_YAxisX.
IMPLOT_API void SetPlotYAxis(ImPlotYAxis y_axis);
// Hides or shows the next plot item (i.e. as if it were toggled from the legend). Use ImGuiCond_Always if you need to forcefully set this every frame.
IMPLOT_API void HideNextItem(bool hidden = true, ImGuiCond cond = ImGuiCond_Once);
//-----------------------------------------------------------------------------
// [SECTION] Plot Utils
//-----------------------------------------------------------------------------
// Select which axis/axes will be used for subsequent plot elements.
IMPLOT_API void SetAxis(ImAxis axis);
IMPLOT_API void SetAxes(ImAxis x_axis, ImAxis y_axis);
// Convert pixels to a position in the current plot's coordinate system. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImPlotPoint PixelsToPlot(const ImVec2& pix, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
IMPLOT_API ImPlotPoint PixelsToPlot(float x, float y, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Convert a position in the current plot's coordinate system to pixels. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImVec2 PlotToPixels(const ImPlotPoint& plt, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
IMPLOT_API ImVec2 PlotToPixels(double x, double y, ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Convert pixels to a position in the current plot's coordinate system. A negative y_axis uses the current value of SetPlotYAxis (ImPlotYAxis_1 initially).
IMPLOT_API ImPlotPoint PixelsToPlot(const ImVec2& pix, ImPlotYAxis y_axis = IMPLOT_AUTO);
IMPLOT_API ImPlotPoint PixelsToPlot(float x, float y, ImPlotYAxis y_axis = IMPLOT_AUTO);
// Convert a position in the current plot's coordinate system to pixels. A negative y_axis uses the current value of SetPlotYAxis (ImPlotYAxis_1 initially).
IMPLOT_API ImVec2 PlotToPixels(const ImPlotPoint& plt, ImPlotYAxis y_axis = IMPLOT_AUTO);
IMPLOT_API ImVec2 PlotToPixels(double x, double y, ImPlotYAxis y_axis = IMPLOT_AUTO);
// Get the current Plot position (top-left) in pixels.
IMPLOT_API ImVec2 GetPlotPos();
// Get the curent Plot size in pixels.
IMPLOT_API ImVec2 GetPlotSize();
// Returns the mouse position in x,y coordinates of the current plot. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImPlotPoint GetPlotMousePos(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Returns the current plot axis range.
IMPLOT_API ImPlotRect GetPlotLimits(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Returns true if the plot area in the current plot is hovered.
IMPLOT_API bool IsPlotHovered();
// Returns true if the XAxis plot area in the current plot is hovered.
IMPLOT_API bool IsPlotXAxisHovered();
// Returns true if the YAxis[n] plot area in the current plot is hovered.
IMPLOT_API bool IsPlotYAxisHovered(ImPlotYAxis y_axis = 0);
// Returns the mouse position in x,y coordinates of the current plot. A negative y_axis uses the current value of SetPlotYAxis (ImPlotYAxis_1 initially).
IMPLOT_API ImPlotPoint GetPlotMousePos(ImPlotYAxis y_axis = IMPLOT_AUTO);
// Returns the current plot axis range. A negative y_axis uses the current value of SetPlotYAxis (ImPlotYAxis_1 initially).
IMPLOT_API ImPlotLimits GetPlotLimits(ImPlotYAxis y_axis = IMPLOT_AUTO);
// Returns true if the axis label area in the current plot is hovered.
IMPLOT_API bool IsAxisHovered(ImAxis axis);
// Returns true if the bounding frame of a subplot is hovered.
IMPLOT_API bool IsSubplotsHovered();
// Returns true if the current plot is being box selected.
IMPLOT_API bool IsPlotSelected();
// Returns the current plot box selection bounds.
IMPLOT_API ImPlotLimits GetPlotSelection(ImPlotYAxis y_axis = IMPLOT_AUTO);
// Returns the current plot box selection bounds. Passing IMPLOT_AUTO uses the current axes.
IMPLOT_API ImPlotRect GetPlotSelection(ImAxis x_axis = IMPLOT_AUTO, ImAxis y_axis = IMPLOT_AUTO);
// Cancels a the current plot box selection.
IMPLOT_API void CancelPlotSelection();
// Returns true if the current plot is being queried or has an active query. Query must be enabled with ImPlotFlags_Query.
IMPLOT_API bool IsPlotQueried();
// Returns the current plot query bounds. Query must be enabled with ImPlotFlags_Query.
IMPLOT_API ImPlotLimits GetPlotQuery(ImPlotYAxis y_axis = IMPLOT_AUTO);
// Set the current plot query bounds. Query must be enabled with ImPlotFlags_Query.
IMPLOT_API void SetPlotQuery(const ImPlotLimits& query, ImPlotYAxis y_axis = IMPLOT_AUTO);
//-----------------------------------------------------------------------------
// Algined Plots
//-----------------------------------------------------------------------------
// Hides or shows the next plot item (i.e. as if it were toggled from the legend).
// Use ImPlotCond_Always if you need to forcefully set this every frame.
IMPLOT_API void HideNextItem(bool hidden = true, ImPlotCond cond = ImPlotCond_Once);
// Use the following around calls to Begin/EndPlot to align l/r/t/b padding.
// Consider using Begin/EndSubplots first. They are more feature rich and
// accomplish the same behaviour by default. The functions below offer lower
// level control of plot alignment.
// Align axis padding over multiple plots in a single row or column. If this function returns true, EndAlignedPlots() must be called. #group_id must be unique.
IMPLOT_API bool BeginAlignedPlots(const char* group_id, ImPlotOrientation orientation = ImPlotOrientation_Vertical);
// Align axis padding over multiple plots in a single row or column. #group_id must
// be unique. If this function returns true, EndAlignedPlots() must be called.
IMPLOT_API bool BeginAlignedPlots(const char* group_id, bool vertical = true);
// Only call EndAlignedPlots() if BeginAlignedPlots() returns true!
IMPLOT_API void EndAlignedPlots();
//-----------------------------------------------------------------------------
// Plot Tools
// [SECTION] Legend Utils
//-----------------------------------------------------------------------------
// The following functions MUST be called BETWEEN Begin/EndPlot!
// Shows an annotation callout at a chosen point.
IMPLOT_API void Annotate(double x, double y, const ImVec2& pix_offset, const char* fmt, ...) IM_FMTARGS(4);
IMPLOT_API void Annotate(double x, double y, const ImVec2& pix_offset, const ImVec4& color, const char* fmt, ...) IM_FMTARGS(5);
IMPLOT_API void AnnotateV(double x, double y, const ImVec2& pix_offset, const char* fmt, va_list args) IM_FMTLIST(4);
IMPLOT_API void AnnotateV(double x, double y, const ImVec2& pix_offset, const ImVec4& color, const char* fmt, va_list args) IM_FMTLIST(5);
// Same as above, but the annotation will always be clamped to stay inside the plot area.
IMPLOT_API void AnnotateClamped(double x, double y, const ImVec2& pix_offset, const char* fmt, ...) IM_FMTARGS(4);
IMPLOT_API void AnnotateClamped(double x, double y, const ImVec2& pix_offset, const ImVec4& color, const char* fmt, ...) IM_FMTARGS(5);
IMPLOT_API void AnnotateClampedV(double x, double y, const ImVec2& pix_offset, const char* fmt, va_list args) IM_FMTLIST(4);
IMPLOT_API void AnnotateClampedV(double x, double y, const ImVec2& pix_offset, const ImVec4& color, const char* fmt, va_list args) IM_FMTLIST(5);
// Shows a draggable vertical guide line at an x-value. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragLineX(const char* id, double* x_value, bool show_label = true, const ImVec4& col = IMPLOT_AUTO_COL, float thickness = 1);
// Shows a draggable horizontal guide line at a y-value. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragLineY(const char* id, double* y_value, bool show_label = true, const ImVec4& col = IMPLOT_AUTO_COL, float thickness = 1);
// Shows a draggable point at x,y. #col defaults to ImGuiCol_Text.
IMPLOT_API bool DragPoint(const char* id, double* x, double* y, bool show_label = true, const ImVec4& col = IMPLOT_AUTO_COL, float radius = 4);
//-----------------------------------------------------------------------------
// Legend Utils and Tools
//-----------------------------------------------------------------------------
// The following functions MUST be called BETWEEN Begin/EndPlot!
// Set the location of the current plot's (or subplot's) legend.
IMPLOT_API void SetLegendLocation(ImPlotLocation location, ImPlotOrientation orientation = ImPlotOrientation_Vertical, bool outside = false);
// Set the location of the current plot's mouse position text (default = South|East).
IMPLOT_API void SetMousePosLocation(ImPlotLocation location);
// Returns true if a plot item legend entry is hovered.
IMPLOT_API bool IsLegendEntryHovered(const char* label_id);
// Begin a popup for a legend entry.
IMPLOT_API bool BeginLegendPopup(const char* label_id, ImGuiMouseButton mouse_button = 1);
// End a popup for a legend entry.
IMPLOT_API void EndLegendPopup();
// Returns true if a plot item legend entry is hovered.
IMPLOT_API bool IsLegendEntryHovered(const char* label_id);
//-----------------------------------------------------------------------------
// Drag and Drop Utils
// [SECTION] Drag and Drop
//-----------------------------------------------------------------------------
// The following functions MUST be called BETWEEN Begin/EndPlot!
// Turns the current plot's plotting area into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API bool BeginDragDropTarget();
IMPLOT_API bool BeginDragDropTargetPlot();
// Turns the current plot's X-axis into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API bool BeginDragDropTargetX();
// Turns the current plot's Y-Axis into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API bool BeginDragDropTargetY(ImPlotYAxis axis = ImPlotYAxis_1);
IMPLOT_API bool BeginDragDropTargetAxis(ImAxis axis);
// Turns the current plot's legend into a drag and drop target. Don't forget to call EndDragDropTarget!
IMPLOT_API bool BeginDragDropTargetLegend();
// Ends a drag and drop target (currently just an alias for ImGui::EndDragDropTarget).
IMPLOT_API void EndDragDropTarget();
// NB: By default, plot and axes drag and drop *sources* require holding the Ctrl modifier to initiate the drag.
// You can change the modifier if desired. If ImGuiKeyModFlags_None is provided, the axes will be locked from panning.
// You can change the modifier if desired. If ImGuiModFlags_None is provided, the axes will be locked from panning.
// Turns the current plot's plotting area into a drag and drop source. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSource(ImGuiKeyModFlags key_mods = ImGuiKeyModFlags_Ctrl, ImGuiDragDropFlags flags = 0);
// Turns the current plot's X-axis into a drag and drop source. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourceX(ImGuiKeyModFlags key_mods = ImGuiKeyModFlags_Ctrl, ImGuiDragDropFlags flags = 0);
// Turns the current plot's Y-axis into a drag and drop source. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourceY(ImPlotYAxis axis = ImPlotYAxis_1, ImGuiKeyModFlags key_mods = ImGuiKeyModFlags_Ctrl, ImGuiDragDropFlags flags = 0);
// Turns the current plot's plotting area into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourcePlot(ImGuiDragDropFlags flags = 0);
// Turns the current plot's X-axis into a drag and drop source. You must hold Ctrl. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourceAxis(ImAxis axis, ImGuiDragDropFlags flags = 0);
// Turns an item in the current plot's legend into drag and drop source. Don't forget to call EndDragDropSource!
IMPLOT_API bool BeginDragDropSourceItem(const char* label_id, ImGuiDragDropFlags flags = 0);
// Ends a drag and drop source (currently just an alias for ImGui::EndDragDropSource).
IMPLOT_API void EndDragDropSource();
//-----------------------------------------------------------------------------
// Plot and Item Styling
// [SECTION] Styling
//-----------------------------------------------------------------------------
// Styling colors in ImPlot works similarly to styling colors in ImGui, but
@ -825,7 +987,7 @@ IMPLOT_API const char* GetStyleColorName(ImPlotCol idx);
IMPLOT_API const char* GetMarkerName(ImPlotMarker idx);
//-----------------------------------------------------------------------------
// Colormaps
// [SECTION] Colormaps
//-----------------------------------------------------------------------------
// Item styling is based on colormaps when the relevant ImPlotCol_XXX is set to
@ -875,7 +1037,7 @@ IMPLOT_API ImVec4 GetColormapColor(int idx, ImPlotColormap cmap = IMPLOT_AUTO);
IMPLOT_API ImVec4 SampleColormap(float t, ImPlotColormap cmap = IMPLOT_AUTO);
// Shows a vertical color scale with linear spaced ticks using the specified color map. Use double hashes to hide label (e.g. "##NoLabel").
IMPLOT_API void ColormapScale(const char* label, double scale_min, double scale_max, const ImVec2& size = ImVec2(0,0), ImPlotColormap cmap = IMPLOT_AUTO, const char* fmt = "%g");
IMPLOT_API void ColormapScale(const char* label, double scale_min, double scale_max, const ImVec2& size = ImVec2(0,0), ImPlotColormap cmap = IMPLOT_AUTO, const char* format = "%g");
// Shows a horizontal slider with a colormap gradient background. Optionally returns the color sampled at t in [0 1].
IMPLOT_API bool ColormapSlider(const char* label, float* t, ImVec4* out = NULL, const char* format = "", ImPlotColormap cmap = IMPLOT_AUTO);
// Shows a button with a colormap gradient brackground.
@ -891,7 +1053,19 @@ IMPLOT_API bool ColormapButton(const char* label, const ImVec2& size = ImVec2(0,
IMPLOT_API void BustColorCache(const char* plot_title_id = NULL);
//-----------------------------------------------------------------------------
// Miscellaneous
// [SECTION] Input Mapping
//-----------------------------------------------------------------------------
// Provides access to input mapping structure for permanant modifications to controls for pan, select, etc.
IMPLOT_API ImPlotInputMap& GetInputMap();
// Default input mapping: pan = LMB drag, box select = RMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll.
IMPLOT_API void MapInputDefault(ImPlotInputMap* dst = NULL);
// Reverse input mapping: pan = RMB drag, box select = LMB drag, fit = LMB double click, context menu = RMB click, zoom = scroll.
IMPLOT_API void MapInputReverse(ImPlotInputMap* dst = NULL);
//-----------------------------------------------------------------------------
// [SECTION] Miscellaneous
//-----------------------------------------------------------------------------
// Render icons similar to those that appear in legends (nifty for data lists).
@ -910,6 +1084,8 @@ IMPLOT_API void PopPlotClipRect();
IMPLOT_API bool ShowStyleSelector(const char* label);
// Shows ImPlot colormap selector dropdown menu.
IMPLOT_API bool ShowColormapSelector(const char* label);
// Shows ImPlot input map selector dropdown menu.
IMPLOT_API bool ShowInputMapSelector(const char* label);
// Shows ImPlot style editor block (not a window).
IMPLOT_API void ShowStyleEditor(ImPlotStyle* ref = NULL);
// Add basic help/info block for end users (not a window).
@ -918,10 +1094,59 @@ IMPLOT_API void ShowUserGuide();
IMPLOT_API void ShowMetricsWindow(bool* p_popen = NULL);
//-----------------------------------------------------------------------------
// Demo (add implot_demo.cpp to your sources!)
// [SECTION] Demo
//-----------------------------------------------------------------------------
// Shows the ImPlot demo window.
// Shows the ImPlot demo window (add implot_demo.cpp to your sources!)
IMPLOT_API void ShowDemoWindow(bool* p_open = NULL);
} // namespace ImPlot
//-----------------------------------------------------------------------------
// [SECTION] Obsolete API
//-----------------------------------------------------------------------------
// The following functions will be removed! Keep your copy of implot up to date!
// Occasionally set '#define IMPLOT_DISABLE_OBSOLETE_FUNCTIONS' to stay ahead.
// If you absolutely must use these functions and do not want to receive compiler
// warnings, set '#define IMPLOT_DISABLE_OBSOLETE_WARNINGS'.
#ifndef IMPLOT_DISABLE_OBSOLETE_FUNCTIONS
#ifndef IMPLOT_DISABLE_DEPRECATED_WARNINGS
#if __cplusplus > 201402L
#define IMPLOT_DEPRECATED(method) [[deprecated]] method
#elif defined( __GNUC__ ) && !defined( __INTEL_COMPILER ) && ( __GNUC__ > 3 || ( __GNUC__ == 3 && __GNUC_MINOR__ >= 1 ) )
#define IMPLOT_DEPRECATED(method) method __attribute__( ( deprecated ) )
#elif defined( _MSC_VER )
#define IMPLOT_DEPRECATED(method) __declspec(deprecated) method
#else
#define IMPLOT_DEPRECATED(method) method
#endif
#else
#define IMPLOT_DEPRECATED(method) method
#endif
enum ImPlotFlagsObsolete_ {
ImPlotFlags_YAxis2 = 1 << 20,
ImPlotFlags_YAxis3 = 1 << 21,
};
namespace ImPlot {
// OBSOLETED in v0.13 -> PLANNED REMOVAL in v1.0
IMPLOT_DEPRECATED( IMPLOT_API bool BeginPlot(const char* title_id,
const char* x_label, // = NULL,
const char* y_label, // = NULL,
const ImVec2& size = ImVec2(-1,0),
ImPlotFlags flags = ImPlotFlags_None,
ImPlotAxisFlags x_flags = ImPlotAxisFlags_None,
ImPlotAxisFlags y_flags = ImPlotAxisFlags_None,
ImPlotAxisFlags y2_flags = ImPlotAxisFlags_AuxDefault,
ImPlotAxisFlags y3_flags = ImPlotAxisFlags_AuxDefault,
const char* y2_label = NULL,
const char* y3_label = NULL) );
} // namespace ImPlot
#endif

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@ -1,15 +1,19 @@
// [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
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// 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).
@ -41,6 +45,7 @@
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 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
@ -81,11 +86,10 @@ 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
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
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
@ -213,10 +217,9 @@ struct stbrp_context
#define STBRP_ASSERT assert
#endif
// [DEAR IMGUI] Added STBRP__CDECL
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
@ -262,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou
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];
@ -283,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
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;
}
@ -433,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
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);
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
@ -529,7 +525,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
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;
@ -541,7 +536,6 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
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;
@ -549,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *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;

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@ -1,10 +1,10 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13.
// This is a slightly modified version of stb_textedit.h 1.14.
// 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
// stb_textedit.h - v1.14 - 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
@ -35,6 +35,7 @@
//
// VERSION HISTORY
//
// 1.14 (2021-07-11) page up/down, various fixes
// 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
@ -58,6 +59,7 @@
// Ulf Winklemann: move-by-word in 1.1
// Fabian Giesen: secondary key inputs in 1.5
// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
// Louis Schnellbach: page up/down in 1.14
//
// Bugfixes:
// Scott Graham
@ -93,8 +95,8 @@
// 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
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT
//
//
// Implementation mode:
@ -716,10 +718,6 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta
state->has_preferred_x = 0;
return 1;
}
// [DEAR IMGUI]
//// remove the undo since we didn't actually insert the characters
//if (state->undostate.undo_point)
// --state->undostate.undo_point;
// note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
return 0;
}

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@ -649,7 +649,7 @@ void TextEditor::HandleKeyboardInputs() {
Cut();
else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_A)))
SelectAll();
else if (!IsReadOnly() && !ctrl && !shift && !alt && (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Enter)) || ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_KeyPadEnter))))
else if (!IsReadOnly() && !ctrl && !shift && !alt && (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Enter)) || ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_KeypadEnter))))
EnterCharacter('\n', false);
else if (!IsReadOnly() && !ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Tab)))
EnterCharacter('\t', shift);

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@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.89 WIP
// (demo code)
// Help:
@ -39,7 +39,7 @@
// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
// Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
/*
@ -93,6 +93,7 @@ Index of this file:
// 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
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#endif
@ -240,7 +241,6 @@ void ImGui::ShowUserGuide()
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
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();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
@ -316,13 +316,19 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Dear ImGui Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false;
static bool show_app_debug_log = false;
static bool show_app_stack_tool = false;
static bool show_app_style_editor = false;
static bool show_app_about = false;
static bool show_app_style_editor = false;
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); }
if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
if (show_app_metrics)
ImGui::ShowMetricsWindow(&show_app_metrics);
if (show_app_debug_log)
ImGui::ShowDebugLogWindow(&show_app_debug_log);
if (show_app_stack_tool)
ImGui::ShowStackToolWindow(&show_app_stack_tool);
if (show_app_about)
ImGui::ShowAboutWindow(&show_app_about);
if (show_app_style_editor)
{
ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor);
@ -412,10 +418,14 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::BeginMenu("Tools"))
{
IMGUI_DEMO_MARKER("Menu/Tools");
#ifndef IMGUI_DISABLE_METRICS_WINDOW
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics);
ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
const bool has_debug_tools = true;
#else
const bool has_debug_tools = false;
#endif
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools);
ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools);
ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools);
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
ImGui::EndMenu();
@ -423,7 +433,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::EndMenuBar();
}
ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
ImGui::Spacing();
IMGUI_DEMO_MARKER("Help");
@ -471,7 +481,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine();
ImGui::Text("<<PRESS SPACE TO DISABLE>>");
}
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space)))
if (ImGui::IsKeyPressed(ImGuiKey_Space))
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
}
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
@ -513,8 +523,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Unindent();
}
ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)");
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);
ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
@ -535,6 +549,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
"Here we expose them as read-only fields to avoid breaking interactions with your backend.");
// Make a local copy to avoid modifying actual backend flags.
// FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent..
ImGuiBackendFlags backend_flags = io.BackendFlags;
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors);
@ -731,10 +746,6 @@ static void ShowDemoWindowWidgets()
IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat");
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 ]\n"
"Use +- to subtract.");
static float f0 = 0.001f;
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
@ -1914,10 +1925,9 @@ static void ShowDemoWindowWidgets()
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 "
"but the user can change it with a right-click on those inputs.\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.");
ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), 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;
@ -1941,6 +1951,15 @@ static void ShowDemoWindowWidgets()
if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
// Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it)
ImGui::Text("Both types:");
float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
ImGui::SameLine();
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
// HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
ImGui::Spacing();
@ -2063,6 +2082,7 @@ static void ShowDemoWindowWidgets()
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 s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
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);
@ -2080,6 +2100,7 @@ static void ShowDemoWindowWidgets()
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 s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X");
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");
@ -2113,9 +2134,9 @@ static void ShowDemoWindowWidgets()
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 s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X");
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 u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X");
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);
@ -3266,59 +3287,58 @@ static void ShowDemoWindowLayout()
ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
ImGui::TextWrapped("(Click and drag to scroll)");
HelpMarker(
"(Left) Using ImGui::PushClipRect():\n"
"Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
"(use this if you want your clipping rectangle to affect interactions)\n\n"
"(Center) Using ImDrawList::PushClipRect():\n"
"Will alter ImDrawList rendering only.\n"
"(use this as a shortcut if you are only using ImDrawList calls)\n\n"
"(Right) Using ImDrawList::AddText() with a fine ClipRect:\n"
"Will alter only this specific ImDrawList::AddText() rendering.\n"
"This is often used internally to avoid altering the clipping rectangle and minimize draw calls.");
for (int n = 0; n < 3; n++)
{
if (n > 0)
ImGui::SameLine();
ImGui::PushID(n);
ImGui::BeginGroup(); // Lock X position
ImGui::InvisibleButton("##empty", size);
ImGui::PushID(n);
ImGui::InvisibleButton("##canvas", size);
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))
{
offset.x += ImGui::GetIO().MouseDelta.x;
offset.y += ImGui::GetIO().MouseDelta.y;
}
ImGui::PopID();
if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped.
continue;
const ImVec2 p0 = ImGui::GetItemRectMin();
const ImVec2 p1 = ImGui::GetItemRectMax();
const char* text_str = "Line 1 hello\nLine 2 clip me!";
const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
switch (n)
{
case 0:
HelpMarker(
"Using ImGui::PushClipRect():\n"
"Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
"(use this if you want your clipping rectangle to affect interactions)");
ImGui::PushClipRect(p0, p1, true);
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
ImGui::PopClipRect();
break;
case 1:
HelpMarker(
"Using ImDrawList::PushClipRect():\n"
"Will alter ImDrawList rendering only.\n"
"(use this as a shortcut if you are only using ImDrawList calls)");
draw_list->PushClipRect(p0, p1, true);
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
draw_list->PopClipRect();
break;
case 2:
HelpMarker(
"Using ImDrawList::AddText() with a fine ClipRect:\n"
"Will alter only this specific ImDrawList::AddText() rendering.\n"
"(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)");
ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.
draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);
break;
}
ImGui::EndGroup();
ImGui::PopID();
}
ImGui::TreePop();
@ -3484,7 +3504,7 @@ static void ShowDemoWindowPopups()
{
HelpMarker("Text() elements don't have stable identifiers so we need to provide one.");
static float value = 0.5f;
ImGui::Text("Value = %.3f <-- (1) right-click this value", value);
ImGui::Text("Value = %.3f <-- (1) right-click this text", value);
if (ImGui::BeginPopupContextItem("my popup"))
{
if (ImGui::Selectable("Set to zero")) value = 0.0f;
@ -3611,19 +3631,12 @@ static void ShowDemoWindowPopups()
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
ImGui::Separator();
// Note: 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();
}
@ -3947,7 +3960,7 @@ static void ShowDemoWindowTables()
sprintf(buf, "Hello %d,%d", column, row);
if (contents_type == CT_Text)
ImGui::TextUnformatted(buf);
else if (contents_type)
else if (contents_type == CT_FillButton)
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
}
}
@ -4491,14 +4504,16 @@ static void ShowDemoWindowTables()
{
ImGui::TableNextColumn();
ImGui::PushID(column);
ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation
ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns
ImGui::Text("'%s'", column_names[column]);
ImGui::Spacing();
ImGui::Text("Input flags:");
EditTableColumnsFlags(&column_flags[column]);
ImGui::Spacing();
ImGui::Text("Output flags:");
ImGui::BeginDisabled();
ShowTableColumnsStatusFlags(column_flags_out[column]);
ImGui::EndDisabled();
ImGui::PopID();
}
PopStyleCompact();
@ -4903,7 +4918,7 @@ static void ShowDemoWindowTables()
ImGui::TableSetColumnIndex(1);
ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);
ImGui::TableSetColumnIndex(2);
ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f);
ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned
ImGui::PopID();
}
ImGui::EndTable();
@ -5712,6 +5727,8 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }
static void ShowDemoWindowMisc()
{
IMGUI_DEMO_MARKER("Filtering");
@ -5738,12 +5755,18 @@ static void ShowDemoWindowMisc()
ImGuiIO& io = ImGui::GetIO();
// Display ImGuiIO output flags
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("WantTextInput: %d", io.WantTextInput);
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Output"))
{
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("io.WantTextInput: %d", io.WantTextInput);
ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);
ImGui::TreePop();
}
// Display Mouse state
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State");
@ -5765,25 +5788,108 @@ static void ShowDemoWindowMisc()
}
// Display Keyboard/Mouse state
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard & Navigation State");
if (ImGui::TreeNode("Keyboard & Navigation State"))
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");
if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State"))
{
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyDown(i)) { 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); }
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends.
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN;
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
const ImGuiKey key_first = 0;
//ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
#endif
ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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 (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[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); }
// Draw an arbitrary US keyboard layout to visualize translated keys
{
const ImVec2 key_size = ImVec2(35.0f, 35.0f);
const float key_rounding = 3.0f;
const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
const float key_face_rounding = 2.0f;
const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
const float key_row_offset = 9.0f;
ImVec2 board_min = ImGui::GetCursorScreenPos();
ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
const KeyLayoutData keys_to_display[] =
{
{ 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
{ 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
{ 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
};
// Elements rendered manually via ImDrawList API are not clipped automatically.
// While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y));
if (ImGui::IsItemVisible())
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->PushClipRect(board_min, board_max, true);
for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
{
const KeyLayoutData* key_data = &keys_to_display[n];
ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y);
draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
if (ImGui::IsKeyDown(key_data->Key))
draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
}
draw_list->PopClipRect();
}
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Capture override"))
{
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
HelpMarker(
"Hovering the colored canvas will override io.WantCaptureXXX fields.\n"
"Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking.");
static int capture_override_mouse = -1;
static int capture_override_keyboard = -1;
const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureMouse()", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureKeyboard()", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(256.0f, 192.0f)); // Dummy item
if (ImGui::IsItemHovered() && capture_override_mouse != -1)
ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1);
if (ImGui::IsItemHovered() && capture_override_keyboard != -1)
ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1);
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();
}
@ -5941,6 +6047,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
#endif
@ -6075,7 +6184,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
// Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
void ImGui::ShowFontSelector(const char* label)
{
ImGuiIO& io = ImGui::GetIO();
@ -7353,7 +7462,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
static void ShowExampleAppFullscreen(bool* p_open)
{
static bool use_work_area = true;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
// We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
// Based on your use case you may want one of the other.
@ -7606,8 +7715,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
// Context menu (under default mouse threshold)
ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context");
if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("context"))
{
if (adding_line)
@ -7930,7 +8039,8 @@ void ShowExampleAppDocuments(bool* p_open)
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")) {}
if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open)
*p_open = false;
ImGui::EndMenu();
}
ImGui::EndMenuBar();

View File

@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.89 WIP
// (drawing and font code)
/*
@ -35,7 +35,7 @@ Index of this file:
#include "imgui_internal.h"
#ifdef IMGUI_ENABLE_FREETYPE
#include "misc/freetype/imgui_freetype.h"
#include "imgui_freetype.h" // IMHEX PATCH
#endif
#include <stdio.h> // vsnprintf, sscanf, printf
@ -90,7 +90,7 @@ Index of this file:
#endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation
// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
//-------------------------------------------------------------------------
// Compile time options:
@ -399,7 +399,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
@ -408,10 +408,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
void ImDrawList::_ResetForNewFrame()
{
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
if (_Splitter._Count > 1)
_Splitter.Merge(this);
@ -496,9 +495,10 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
}
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
// Try to merge two last draw commands
void ImDrawList::_TryMergeDrawCmds()
@ -506,7 +506,7 @@ void ImDrawList::_TryMergeDrawCmds()
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
{
prev_cmd->ElemCount += curr_cmd->ElemCount;
CmdBuffer.pop_back();
@ -529,7 +529,7 @@ void ImDrawList::_OnChangedClipRect()
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
@ -552,7 +552,7 @@ void ImDrawList::_OnChangedTextureID()
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
@ -588,7 +588,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
}
// 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)
void ImDrawList::PushClipRect(const ImVec2& cr_min, const 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)
@ -981,7 +981,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
}
}
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3)
@ -1065,7 +1066,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1157,7 +1158,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1176,7 +1177,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl
// 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1186,7 +1187,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1214,8 +1215,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f;
const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f;
const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start)
@ -1367,7 +1368,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
@ -1413,7 +1414,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PrimReserve(6, 4);
PrimRect(p_min, p_max, col);
@ -1489,7 +1490,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
@ -1513,7 +1514,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
@ -1653,7 +1654,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
return;
flags = FixRectCornerFlags(flags);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
@ -1741,13 +1742,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
// Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
// Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
// Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
{
@ -2645,8 +2646,8 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
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;
user_rects[i].X = (unsigned short)pack_rects[i].x;
user_rects[i].Y = (unsigned short)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);
}
@ -2746,13 +2747,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
{
unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32_BLACK_TRANS;
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS;
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
}
// Calculate UVs for this line
@ -3531,7 +3532,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
@ -3539,26 +3540,25 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
if (glyph->Colored)
col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y);
float x = IM_FLOOR(pos.x);
float y = IM_FLOOR(pos.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);
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
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
void ImFont::RenderText(ImDrawList* draw_list, float size, const 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 = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y);
float x = pos.x;
float y = pos.y;
float x = IM_FLOOR(pos.x);
float y = IM_FLOOR(pos.y);
if (y > clip_rect.w)
return;
const float start_x = x;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f);
@ -3610,14 +3610,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// 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));
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_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;
x = start_x;
y += line_height;
word_wrap_eol = NULL;
@ -3648,7 +3648,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
{
if (c == '\n')
{
x = pos.x;
x = start_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
@ -3744,7 +3744,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderMouseCursor()
// - RenderArrowDockMenu()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
@ -3806,27 +3805,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
draw_list->PathStroke(col, 0, thickness);
}
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);
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;
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + 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)
{
@ -3917,7 +3895,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
draw_list->PathFillConvex(col);
}
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding)
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const 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);

View File

@ -6,6 +6,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
@ -225,6 +226,12 @@ namespace
uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint);
if (glyph_index == 0)
return NULL;
// If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts.
// - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076
// - https://github.com/ocornut/imgui/issues/4567
// - https://github.com/ocornut/imgui/issues/4566
// You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version.
FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);
if (error)
return NULL;
@ -361,7 +368,7 @@ struct ImFontBuildSrcGlyphFT
uint32_t Codepoint;
unsigned int* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array
ImFontBuildSrcGlyphFT() { memset(this, 0, sizeof(*this)); }
ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); }
};
struct ImFontBuildSrcDataFT
@ -539,7 +546,8 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
// Render glyph into a bitmap (currently held by FreeType)
const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info);
IM_ASSERT(ft_bitmap);
if (ft_bitmap == NULL)
continue;
// Allocate new temporary chunk if needed
const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4;

View File

@ -5,9 +5,9 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [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'.
// Issues:
@ -20,7 +20,17 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -47,16 +57,32 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#include "imgui_internal.h"
#include "imgui_internal.h" // IMHEX PATCH
#include "imgui_impl_glfw.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#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"
#endif
#endif
// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
#endif
#ifdef __APPLE__
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#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
@ -76,6 +102,8 @@
#else
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
#endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
// GLFW data
enum GlfwClientApi
@ -91,14 +119,18 @@ struct ImGui_ImplGlfw_Data
GlfwClientApi ClientApi;
double Time;
GLFWwindow* MouseWindow;
bool MouseJustPressed[ImGuiMouseButton_COUNT];
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
GLFWwindow* KeyOwnerWindows[512];
ImVec2 LastValidMousePos;
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool InstalledCallbacks;
bool WantUpdateMonitors;
#ifdef _WIN32
WNDPROC GlfwWndProc;
#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorposfun PrevUserCallbackCursorPos;
GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll;
@ -106,7 +138,7 @@ struct ImGui_ImplGlfw_Data
GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor;
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@ -137,7 +169,8 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
#if defined(OS_WINDOWS)
// IMHEX PATCH BEGIN
#ifdef _WIN32
static const char* ImGui_ImplWin_GetClipboardText(void*)
{
ImGuiContext& g = *GImGui;
@ -181,6 +214,142 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
::CloseClipboard();
}
#endif
// IMHEX PATCH END
static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
{
switch (key)
{
case GLFW_KEY_TAB: return ImGuiKey_Tab;
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
case GLFW_KEY_HOME: return ImGuiKey_Home;
case GLFW_KEY_END: return ImGuiKey_End;
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
case GLFW_KEY_SPACE: return ImGuiKey_Space;
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
case GLFW_KEY_MENU: return ImGuiKey_Menu;
case GLFW_KEY_0: return ImGuiKey_0;
case GLFW_KEY_1: return ImGuiKey_1;
case GLFW_KEY_2: return ImGuiKey_2;
case GLFW_KEY_3: return ImGuiKey_3;
case GLFW_KEY_4: return ImGuiKey_4;
case GLFW_KEY_5: return ImGuiKey_5;
case GLFW_KEY_6: return ImGuiKey_6;
case GLFW_KEY_7: return ImGuiKey_7;
case GLFW_KEY_8: return ImGuiKey_8;
case GLFW_KEY_9: return ImGuiKey_9;
case GLFW_KEY_A: return ImGuiKey_A;
case GLFW_KEY_B: return ImGuiKey_B;
case GLFW_KEY_C: return ImGuiKey_C;
case GLFW_KEY_D: return ImGuiKey_D;
case GLFW_KEY_E: return ImGuiKey_E;
case GLFW_KEY_F: return ImGuiKey_F;
case GLFW_KEY_G: return ImGuiKey_G;
case GLFW_KEY_H: return ImGuiKey_H;
case GLFW_KEY_I: return ImGuiKey_I;
case GLFW_KEY_J: return ImGuiKey_J;
case GLFW_KEY_K: return ImGuiKey_K;
case GLFW_KEY_L: return ImGuiKey_L;
case GLFW_KEY_M: return ImGuiKey_M;
case GLFW_KEY_N: return ImGuiKey_N;
case GLFW_KEY_O: return ImGuiKey_O;
case GLFW_KEY_P: return ImGuiKey_P;
case GLFW_KEY_Q: return ImGuiKey_Q;
case GLFW_KEY_R: return ImGuiKey_R;
case GLFW_KEY_S: return ImGuiKey_S;
case GLFW_KEY_T: return ImGuiKey_T;
case GLFW_KEY_U: return ImGuiKey_U;
case GLFW_KEY_V: return ImGuiKey_V;
case GLFW_KEY_W: return ImGuiKey_W;
case GLFW_KEY_X: return ImGuiKey_X;
case GLFW_KEY_Y: return ImGuiKey_Y;
case GLFW_KEY_Z: return ImGuiKey_Z;
case GLFW_KEY_F1: return ImGuiKey_F1;
case GLFW_KEY_F2: return ImGuiKey_F2;
case GLFW_KEY_F3: return ImGuiKey_F3;
case GLFW_KEY_F4: return ImGuiKey_F4;
case GLFW_KEY_F5: return ImGuiKey_F5;
case GLFW_KEY_F6: return ImGuiKey_F6;
case GLFW_KEY_F7: return ImGuiKey_F7;
case GLFW_KEY_F8: return ImGuiKey_F8;
case GLFW_KEY_F9: return ImGuiKey_F9;
case GLFW_KEY_F10: return ImGuiKey_F10;
case GLFW_KEY_F11: return ImGuiKey_F11;
case GLFW_KEY_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
static int ImGui_ImplGlfw_KeyToModifier(int key)
{
if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL)
return GLFW_MOD_CONTROL;
if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT)
return GLFW_MOD_SHIFT;
if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)
return GLFW_MOD_ALT;
if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER)
return GLFW_MOD_SUPER;
return 0;
}
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
@ -188,8 +357,11 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
bd->MouseJustPressed[button] = true;
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT)
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
@ -199,40 +371,60 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
io.MouseWheel += (float)yoffset;
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details.
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
// This won't cover edge cases but this is at least going to cover common cases.
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
return key;
const char* key_name = glfwGetKeyName(key, scancode);
if (key_name && key_name[0] != 0 && key_name[1] == 0)
{
const char char_names[] = "`-=[]\\,;\'./";
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
}
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
#else
IM_UNUSED(scancode);
#endif
return key;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
if (action != GLFW_PRESS && action != GLFW_RELEASE)
return;
// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630
if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))
mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL;
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO();
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
{
if (action == GLFW_PRESS)
{
io.KeysDown[key] = true;
bd->KeyOwnerWindows[key] = window;
}
if (action == GLFW_RELEASE)
{
io.KeysDown[key] = false;
bd->KeyOwnerWindows[key] = NULL;
}
}
// 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];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
}
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
@ -245,16 +437,44 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
io.AddFocusEvent(focused != 0);
}
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
bd->PrevUserCallbackCursorPos(window, x, y);
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
x += window_x;
y += window_y;
}
io.AddMousePosEvent((float)x, (float)y);
bd->LastValidMousePos = ImVec2((float)x, (float)y);
}
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered);
ImGuiIO& io = ImGui::GetIO();
if (entered)
{
bd->MouseWindow = window;
if (!entered && bd->MouseWindow == window)
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
}
else if (!entered && bd->MouseWindow == window)
{
bd->LastValidMousePos = io.MousePos;
bd->MouseWindow = NULL;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
@ -273,6 +493,48 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
bd->WantUpdateMonitors = true;
}
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
IM_ASSERT(bd->Window == window);
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
bd->InstalledCallbacks = true;
}
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
IM_ASSERT(bd->Window == window);
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
bd->InstalledCallbacks = false;
bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackCursorEnter = NULL;
bd->PrevUserCallbackCursorPos = NULL;
bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = NULL;
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
ImGuiIO& io = ImGui::GetIO();
@ -286,38 +548,15 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
#endif
bd->Window = window;
bd->Time = 0.0;
bd->WantUpdateMonitors = true;
// Keyboard mapping. Dear 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_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;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
#if defined(OS_WINDOWS)
// IMHEX PATCH BEGIN
#ifdef _WIN32
io.SetClipboardTextFn = ImGui_ImplWin_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplWin_GetClipboardText;
io.ClipboardUserData = bd->Window;
@ -326,6 +565,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window;
#endif
// IMHEX PATCH END
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
@ -351,23 +591,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = NULL;
if (install_callbacks)
{
bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
}
ImGui_ImplGlfw_InstallCallbacks(window);
// Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
@ -378,6 +603,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplGlfw_InitPlatformInterface();
@ -403,21 +630,14 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_ShutdownPlatformInterface();
if (bd->InstalledCallbacks)
{
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
}
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
@ -427,72 +647,59 @@ void ImGui_ImplGlfw_Shutdown()
IM_DELETE(bd);
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
static void ImGui_ImplGlfw_UpdateMouseData()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseHoveredViewport = 0;
// Update mouse buttons
// (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)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
bd->MouseJustPressed[i] = false;
}
for (int n = 0; n < platform_io.Viewports.Size; n++)
{
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
#ifdef __EMSCRIPTEN__
const bool focused = true;
const bool is_window_focused = true;
#else
const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL;
// Update mouse buttons
if (focused)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
if (io.WantSetMousePos && focused)
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
// Set Dear ImGui mouse position from OS position
if (mouse_window != NULL)
if (is_window_focused)
{
double mouse_x, mouse_y;
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == NULL)
{
// 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);
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// 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)
// 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);
mouse_x += window_x;
mouse_y += window_y;
}
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_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 backend, 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.
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag.
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// 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_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
@ -500,9 +707,14 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
#endif
if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
io.MouseHoveredViewport = viewport->ID;
mouse_viewport_id = viewport->ID;
#else
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
#endif
}
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
io.AddMouseViewportEvent(mouse_viewport_id);
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
@ -524,51 +736,69 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
}
else
{
#if !defined(OS_WINDOWS)
// IMHEX PATCH BEGIN
#ifndef _WIN32
// 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, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
// IMHEX PATCH END
}
}
}
// Update gamepad inputs
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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; }
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API
GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return;
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#else
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);
if (axes_count == 0 || buttons_count == 0)
return;
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#endif
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
static void ImGui_ImplGlfw_UpdateMonitors()
@ -619,7 +849,7 @@ void ImGui_ImplGlfw_NewFrame()
glfwGetFramebufferSize(bd->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);
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
if (bd->WantUpdateMonitors)
ImGui_ImplGlfw_UpdateMonitors();
@ -628,7 +858,7 @@ void ImGui_ImplGlfw_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
@ -718,12 +948,15 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
viewport->PlatformHandle = (void*)vd->Window;
#ifdef _WIN32
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
#endif
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
@ -767,12 +1000,12 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
static WNDPROC g_GlfwWndProc = NULL;
static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (msg == WM_NCHITTEST)
{
// Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() 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.
@ -780,7 +1013,7 @@ static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPAR
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
return HTTRANSPARENT;
}
return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
}
#endif
@ -801,9 +1034,10 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
// GLFW hack: install hook for WM_NCHITTEST message handler
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
if (g_GlfwWndProc == NULL)
g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
if (bd->GlfwWndProc == NULL)
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
#endif
@ -919,31 +1153,6 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
}
}
//--------------------------------------------------------------------------------------------------------
// 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)
#define HAS_WIN32_IME 1
#include <imm.h>
#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->PlatformHandleRaw)
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)
//--------------------------------------------------------------------------------------------------------
@ -998,9 +1207,6 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
#if GLFW_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
#endif
#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)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
@ -1014,4 +1220,9 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
static void ImGui_ImplGlfw_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@ -5,8 +5,8 @@
// 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-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -15,7 +15,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
@ -95,10 +99,27 @@
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#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"
#endif
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
#else
#include <GLES2/gl2.h> // Use GL ES 2
#endif
#if defined(__EMSCRIPTEN__)
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
@ -172,9 +193,12 @@ struct ImGui_ImplOpenGL3_Data
GLuint AttribLocationVtxUV;
GLuint AttribLocationVtxColor;
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasClipOrigin;
bool UseBufferSubData;
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -188,6 +212,30 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
static void ImGui_ImplOpenGL3_InitPlatformInterface();
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
{
GLint Enabled, Size, Type, Normalized, Stride;
GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
};
#endif
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
@ -221,6 +269,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
//printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#else
bd->GlVersion = 200; // GLES 2
#endif
@ -275,8 +331,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
void ImGui_ImplOpenGL3_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
@ -389,6 +446,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
@ -431,8 +495,31 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
// - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
// - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
}
if (bd->IndexBufferSize < idx_buffer_size)
{
bd->IndexBufferSize = idx_buffer_size;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
}
else
{
glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
@ -449,26 +536,22 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
if (bd->GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
@ -490,6 +573,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif
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);
@ -520,12 +609,13 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (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
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
@ -636,7 +726,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision mediump float;\n"
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
@ -814,3 +904,7 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@ -1,4 +1,4 @@
// dear imgui, v1.86
// dear imgui, v1.89 WIP
// (tables and columns code)
/*
@ -24,7 +24,7 @@ Index of this file:
*/
// Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
//-----------------------------------------------------------------------------
@ -361,6 +361,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->IsLayoutLocked = false;
table->InnerWidth = inner_width;
temp_data->UserOuterSize = outer_size;
if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no)
table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
// When not using a child window, WorkRect.Max will grow as we append contents.
if (use_child_window)
@ -537,7 +539,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
{
const float scale_factor = new_ref_scale_unit / table->RefScale;
//IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
//IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
for (int n = 0; n < columns_count; n++)
table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
}
@ -886,6 +888,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
sum_width_requests += table->CellPaddingX * 2.0f;
}
table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
table->ColumnsStretchSumWeights = stretch_sum_weights;
// [Part 4] Apply final widths based on requested widths
const ImRect work_rect = table->WorkRect;
@ -933,9 +936,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
width_remaining_for_stretched_columns -= 1.0f;
}
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table->HoveredColumnBody = -1;
table->HoveredColumnBorder = -1;
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight));
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
@ -1096,23 +1100,15 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// [Part 10] Hit testing on borders
if (table->Flags & ImGuiTableFlags_Resizable)
TableUpdateBorders(table);
table->LastFirstRowHeight = 0.0f;
table_instance->LastFirstRowHeight = 0.0f;
table->IsLayoutLocked = true;
table->IsUsingHeaders = false;
// [Part 11] Context menu
if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)
if (TableBeginContextMenuPopup(table))
{
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
{
TableDrawContextMenu(table);
EndPopup();
}
else
{
table->IsContextPopupOpen = false;
}
TableDrawContextMenu(table);
EndPopup();
}
// [Part 13] Sanitize and build sort specs before we have a change to use them for display.
@ -1141,10 +1137,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
// use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
const float hit_y1 = table->OuterRect.Min.y;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
const float hit_y2_head = hit_y1 + table->LastFirstRowHeight;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
@ -1223,6 +1220,7 @@ void ImGui::EndTable()
TableOpenContextMenu((int)table->HoveredColumnBody);
// Finalize table height
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
@ -1233,7 +1231,7 @@ void ImGui::EndTable()
else if (!(flags & ImGuiTableFlags_NoHostExtendY))
table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
table->LastOuterHeight = table->OuterRect.GetHeight();
table_instance->LastOuterHeight = table->OuterRect.GetHeight();
// Setup inner scrolling range
// FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
@ -1279,17 +1277,23 @@ void ImGui::EndTable()
splitter->Merge(inner_window->DrawList);
// Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
float auto_fit_width_for_fixed = 0.0f;
float auto_fit_width_for_stretched = 0.0f;
float auto_fit_width_for_stretched_min = 0.0f;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (table->EnabledMaskByIndex & ((ImU64)1 << column_n))
{
ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize))
table->ColumnsAutoFitWidth += column->WidthRequest;
float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
auto_fit_width_for_fixed += column_width_request;
else
table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column);
auto_fit_width_for_stretched += column_width_request;
if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
}
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
// Update scroll
if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
@ -1569,18 +1573,21 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
// Return the cell rectangle based on currently known height.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border.
// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float x1 = column->MinX;
float x2 = column->MaxX;
if (column->PrevEnabledColumn == -1)
x1 -= table->CellSpacingX1;
if (column->NextEnabledColumn == -1)
x2 += table->CellSpacingX2;
//if (column->PrevEnabledColumn == -1)
// x1 -= table->OuterPaddingX;
//if (column->NextEnabledColumn == -1)
// x2 += table->OuterPaddingX;
x1 = ImMax(x1, table->WorkRect.Min.x);
x2 = ImMin(x2, table->WorkRect.Max.x);
return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
}
@ -1710,6 +1717,8 @@ void ImGui::TableBeginRow(ImGuiTable* table)
table->RowTextBaseline = 0.0f;
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.IsSameLine = false;
window->DC.CursorMaxPos.y = next_y1;
// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
@ -1746,7 +1755,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
if (table->CurrentRow == 0)
table->LastFirstRowHeight = bg_y2 - bg_y1;
TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
if (is_visible)
@ -1797,10 +1806,12 @@ void ImGui::TableEndRow(ImGuiTable* table)
ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
{
// As we render the BG here we need to clip things (for layout we would not)
// FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
cell_bg_rect.ClipWith(table->BgClipRect);
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
}
@ -2083,7 +2094,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
return;
//IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
//IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
// In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
@ -2353,7 +2364,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
// Don't attempt to merge if there are multiple draw calls within the column
ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
src_channel->_CmdBuffer.pop_back();
if (src_channel->_CmdBuffer.Size != 1)
continue;
@ -2497,10 +2508,11 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
// Draw inner border and resizing feedback
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float border_size = TABLE_BORDER_SIZE;
const float draw_y1 = table->InnerRect.Min.y;
const float draw_y2_body = table->InnerRect.Max.y;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;
if (table->Flags & ImGuiTableFlags_BordersInnerV)
{
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
@ -3017,6 +3029,17 @@ void ImGui::TableOpenContextMenu(int column_n)
}
}
bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
{
if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
return false;
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
return true;
table->IsContextPopupOpen = false;
return false;
}
// Output context menu into current window (generally a popup)
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
void ImGui::TableDrawContextMenu(ImGuiTable* table)
@ -3422,9 +3445,8 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
}
}
void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
void ImGui::TableSettingsAddSettingsHandler()
{
ImGuiContext& g = *context;
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Table";
ini_handler.TypeHash = ImHashStr("Table");
@ -3433,7 +3455,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
AddSettingsHandler(&ini_handler);
}
//-------------------------------------------------------------------------
@ -3447,7 +3469,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
// Remove Table (currently only used by TestEngine)
void ImGui::TableRemove(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID);
//IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
int table_idx = g.Tables.GetIndex(table);
//memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
@ -3459,7 +3481,7 @@ void ImGui::TableRemove(ImGuiTable* table)
// Free up/compact internal Table buffers for when it gets unused
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
//IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
IM_ASSERT(table->MemoryCompacted == false);
table->SortSpecs.Specs = NULL;
@ -3503,7 +3525,7 @@ void ImGui::TableGcCompactSettings()
// - DebugNodeTable() [Internal]
//-------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
{
@ -3531,6 +3553,8 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
if (!open)
return;
if (table->InstanceCurrent > 0)
ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
bool clear_settings = SmallButton("Clear settings");
BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
@ -3595,7 +3619,7 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
TreePop();
}
#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW
#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
void ImGui::DebugNodeTable(ImGuiTable*) {}
void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
@ -3935,6 +3959,7 @@ void ImGui::NextColumn()
{
// New row/line: column 0 honor IndentX.
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.IsSameLine = false;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);

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@ -11,6 +11,7 @@ add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../external/microtar ${CMAKE_CURREN
set_target_properties(microtar PROPERTIES POSITION_INDEPENDENT_CODE ON)
set(NFD_PORTAL ON CACHE BOOL "Use Portals for Linux file dialogs" FORCE)
set(NFD_USE_ALLOWEDCONTENTTYPES OFF CACHE BOOL "Disable allowedContentTypes for macOS file dialogs" FORCE)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../external/nativefiledialog ${CMAKE_CURRENT_BINARY_DIR}/external/nativefiledialog EXCLUDE_FROM_ALL)
set_target_properties(nfd PROPERTIES POSITION_INDEPENDENT_CODE ON)
target_compile_definitions(nfd PUBLIC NFD_MACOS_ALLOWEDCONTENTTYPES=0)

View File

@ -504,7 +504,7 @@ namespace ImGui {
bool value_changed = false;
if (InputTextEx(label, nullptr, buf, IM_ARRAYSIZE(buf), ImVec2(CalcItemWidth() - frame_size.x, label_size.y + style.FramePadding.y * 2.0f), flags))
value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialTextA.Data, ImGuiDataType_U64, value, "%llX");
value_changed = DataTypeApplyFromText(buf, ImGuiDataType_U64, value, "%llX");
if (value_changed)
MarkItemEdited(GImGui->LastItemData.ID);
@ -585,7 +585,7 @@ namespace ImGui {
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags, callback, user_data))
value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format);
value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);
if (value_changed)
MarkItemEdited(g.LastItemData.ID);

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@ -33,6 +33,8 @@ namespace hex {
void frame();
void frameEnd();
void processEvent() { this->m_hadEvent = true; }
void initGLFW();
void initImGui();
void exitGLFW();
@ -56,6 +58,10 @@ namespace hex {
std::fs::path m_imguiSettingsPath;
bool m_mouseButtonDown = false;
bool m_hadEvent = false;
bool m_frameRateTemporarilyUnlocked = false;
double m_frameRateUnlockTime = 0;
};
}

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@ -154,7 +154,7 @@ namespace hex::init {
fonts->AddFontFromMemoryCompressedTTF(codicons_compressed_data, codicons_compressed_size, fontSize, &cfg, codiconsRange);
fonts->AddFontFromMemoryCompressedTTF(unifont_compressed_data, unifont_compressed_size, fontSize, &cfg, unifontRange);
ImGuiFreeType::BuildFontAtlas(fonts);
fonts->Build();
View::setFontAtlas(fonts);
View::setFontConfig(cfg);

View File

@ -175,18 +175,31 @@ namespace hex {
while (!glfwWindowShouldClose(this->m_window)) {
if (!glfwGetWindowAttrib(this->m_window, GLFW_VISIBLE) || glfwGetWindowAttrib(this->m_window, GLFW_ICONIFIED)) {
glfwWaitEvents();
} else {
const bool frameRateThrottled = !(ImGui::IsPopupOpen(ImGuiID(0), ImGuiPopupFlags_AnyPopupId) || Task::getRunningTaskCount() > 0 || this->m_mouseButtonDown);
glfwPollEvents();
bool frameRateUnlocked = ImGui::IsPopupOpen(ImGuiID(0), ImGuiPopupFlags_AnyPopupId) || Task::getRunningTaskCount() > 0 || this->m_mouseButtonDown || this->m_hadEvent;
const double timeout = std::max(0.0, (1.0 / 5.0) - (glfwGetTime() - this->m_lastFrameTime));
glfwWaitEventsTimeout(frameRateThrottled ? timeout : 0);
if ((this->m_lastFrameTime - this->m_frameRateUnlockTime) > 5 && this->m_frameRateTemporarilyUnlocked && !frameRateUnlocked) {
this->m_frameRateTemporarilyUnlocked = false;
}
if (frameRateUnlocked || this->m_frameRateTemporarilyUnlocked) {
if (!this->m_frameRateTemporarilyUnlocked) {
this->m_frameRateTemporarilyUnlocked = true;
this->m_frameRateUnlockTime = this->m_lastFrameTime;
}
} else {
glfwWaitEventsTimeout(timeout);
}
}
this->frameBegin();
this->frame();
this->frameEnd();
this->m_hadEvent = false;
}
}
@ -556,6 +569,7 @@ namespace hex {
win->frameBegin();
win->frame();
win->frameEnd();
win->processEvent();
});
glfwSetWindowSizeCallback(this->m_window, [](GLFWwindow *window, int width, int height) {
@ -568,6 +582,7 @@ namespace hex {
win->frameBegin();
win->frame();
win->frameEnd();
win->processEvent();
});
glfwSetMouseButtonCallback(this->m_window, [](GLFWwindow *window, int button, int action, int mods) {
@ -579,28 +594,22 @@ namespace hex {
win->m_mouseButtonDown = true;
else if (action == GLFW_RELEASE)
win->m_mouseButtonDown = false;
win->processEvent();
});
glfwSetKeyCallback(this->m_window, [](GLFWwindow *window, int key, int scancode, int action, int mods) {
hex::unused(mods);
auto keyName = glfwGetKeyName(key, scancode);
if (keyName != nullptr)
key = std::toupper(keyName[0]);
auto win = static_cast<Window *>(glfwGetWindowUserPointer(window));
auto &io = ImGui::GetIO();
if (action == GLFW_PRESS || action == GLFW_REPEAT) {
win->m_pressedKeys.push_back(key);
io.KeysDown[key] = true;
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
io.KeyAlt = (mods & GLFW_MOD_ALT) != 0;
} else if (action == GLFW_RELEASE) {
io.KeysDown[key] = false;
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
io.KeyAlt = (mods & GLFW_MOD_ALT) != 0;
}
win->processEvent();
});
glfwSetDropCallback(this->m_window, [](GLFWwindow *, int count, const char **paths) {
@ -628,6 +637,13 @@ namespace hex {
}
});
glfwSetCursorPosCallback(this->m_window, [](GLFWwindow *window, double x, double y) {
hex::unused(x, y);
auto win = static_cast<Window *>(glfwGetWindowUserPointer(window));
win->processEvent();
});
glfwSetWindowCloseCallback(this->m_window, [](GLFWwindow *window) {
EventManager::post<EventWindowClosing>(window);
});
@ -665,28 +681,6 @@ namespace hex {
io.Fonts->ConfigData.push_back(entry);
io.ConfigViewportsNoTaskBarIcon = false;
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_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;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
ImNodes::PushAttributeFlag(ImNodesAttributeFlags_EnableLinkDetachWithDragClick);
ImNodes::PushAttributeFlag(ImNodesAttributeFlags_EnableLinkCreationOnSnap);

View File

@ -996,8 +996,10 @@ namespace hex::plugin::builtin {
}
void drawPlot(const ImVec2 &viewSize) {
ImPlot::SetNextPlotLimits(0, 256, 0.5, float(*std::max_element(this->m_counts.begin(), this->m_counts.end())) * 1.1F, ImGuiCond_Always);
if (ImPlot::BeginPlot("##distribution", "Address", "Count", viewSize, ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect, ImPlotAxisFlags_Lock, ImPlotAxisFlags_Lock | ImPlotAxisFlags_LogScale, ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoTickLabels, ImPlotAxisFlags_NoLabel | ImPlotAxisFlags_NoTickLabels)) {
if (ImPlot::BeginPlot("##distribution", viewSize, ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect)) {
ImPlot::SetupAxes("Address", "Count", ImPlotAxisFlags_Lock, ImPlotAxisFlags_Lock | ImPlotAxisFlags_LogScale);
ImPlot::SetupAxesLimits(0, 256, 1, double(*std::max_element(this->m_counts.begin(), this->m_counts.end())) * 1.1F, ImGuiCond_Always);
static auto x = [] {
std::array<ImU64, 256> result { 0 };
std::iota(result.begin(), result.end(), 0);

View File

@ -412,7 +412,7 @@ namespace hex::plugin::builtin {
ImGui::EndTable();
}
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
if (ImGui::InputText("##input", mathInput, ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_AutoSelectAll)) {
ImGui::SetKeyboardFocusHere();
evaluate = true;
@ -622,7 +622,7 @@ namespace hex::plugin::builtin {
ImGui::TableNextColumn();
if (ImGui::Hyperlink(link.c_str())) {
if (ImGui::GetMergedKeyModFlags() == ImGuiKeyModFlags_Ctrl)
if (ImGui::IsKeyDown(ImGuiKey_LeftCtrl))
hex::openWebpage(link);
else
ImGui::SetClipboardText(link.c_str());

View File

@ -123,7 +123,7 @@ namespace hex::plugin::builtin {
void ViewBookmarks::drawContent() {
if (ImGui::Begin(View::toWindowName("hex.builtin.view.bookmarks.name").c_str(), &this->getWindowOpenState())) {
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
ImGui::InputTextWithHint("##filter", "hex.builtin.common.filter"_lang, this->m_currFilter);
ImGui::PopItemWidth();

View File

@ -529,7 +529,7 @@ namespace hex::plugin::builtin {
auto &currOccurrences = this->m_sortedOccurrences[provider];
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
if (ImGui::InputTextWithHint("##filter", "hex.builtin.common.filter"_lang, this->m_currFilter)) {
this->m_sortedOccurrences = this->m_foundOccurrences;

View File

@ -85,7 +85,7 @@ namespace hex::plugin::builtin {
if (this->m_newHashName.empty() && this->m_selectedHash != nullptr)
this->m_newHashName = hex::format("{} {}", LangEntry(this->m_selectedHash->getUnlocalizedName()), static_cast<const char *>("hex.builtin.view.hashes.hash"_lang));
if (ImGui::BeginChild("##settings", ImVec2(ImGui::GetContentRegionAvailWidth(), 200_scaled), true)) {
if (ImGui::BeginChild("##settings", ImVec2(ImGui::GetContentRegionAvail().x, 200_scaled), true)) {
if (this->m_selectedHash != nullptr) {
auto startPos = ImGui::GetCursorPosY();
this->m_selectedHash->draw();
@ -110,7 +110,7 @@ namespace hex::plugin::builtin {
}
ImGui::EndDisabled();
if (ImGui::BeginTable("##hashes", 3, ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders, ImVec2(ImGui::GetContentRegionAvailWidth(), ImGui::GetTextLineHeightWithSpacing() * 10))) {
if (ImGui::BeginTable("##hashes", 3, ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Borders, ImVec2(ImGui::GetContentRegionAvail().x, ImGui::GetTextLineHeightWithSpacing() * 10))) {
ImGui::TableSetupColumn("hex.builtin.view.hashes.name"_lang);
ImGui::TableSetupColumn("hex.builtin.view.hashes.type"_lang);
ImGui::TableSetupColumn("hex.builtin.view.hashes.result"_lang, ImGuiTableColumnFlags_WidthStretch);
@ -159,7 +159,7 @@ namespace hex::plugin::builtin {
else
result = "???";
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
ImGui::InputText("##result", result, ImGuiInputTextFlags_ReadOnly);
ImGui::PopItemWidth();

View File

@ -44,7 +44,7 @@ namespace hex::plugin::builtin {
}
ImGui::SetKeyboardFocusHere();
ImGui::CaptureKeyboardFromApp(true);
ImGui::SetNextFrameWantCaptureKeyboard(true);
if (ImGui::InputText("##input", this->m_input, ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_AutoSelectAll)) {
if (auto result = this->m_evaluator.evaluate(this->m_input); result.has_value()) {
const auto inputResult = result.value();
@ -531,7 +531,7 @@ namespace hex::plugin::builtin {
}
else {
ImGui::SetKeyboardFocusHere();
ImGui::CaptureKeyboardFromApp(true);
ImGui::SetNextFrameWantCaptureKeyboard(true);
if (ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
this->m_editingAddress = std::nullopt;
@ -682,8 +682,9 @@ namespace hex::plugin::builtin {
if (ImHexApi::Provider::isValid()) {
auto provider = ImHexApi::Provider::get();
ImGuiListClipper clipper(std::ceil(provider->getSize() / (long double)(this->m_bytesPerRow)), CharacterSize.y);
ImGuiListClipper clipper;
clipper.Begin(std::ceil(provider->getSize() / (long double)(this->m_bytesPerRow)), CharacterSize.y);
while (clipper.Step()) {
this->m_visibleRowCount = clipper.DisplayEnd - clipper.DisplayStart;
@ -1039,7 +1040,7 @@ namespace hex::plugin::builtin {
void ViewHexEditor::drawContent() {
if (ImGui::Begin(View::toWindowName(this->getUnlocalizedName()).c_str(), &this->getWindowOpenState(), ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse)) {
const auto FooterSize = ImVec2(ImGui::GetContentRegionAvailWidth(), ImGui::GetTextLineHeightWithSpacing() * 3);
const auto FooterSize = ImVec2(ImGui::GetContentRegionAvail().x, ImGui::GetTextLineHeightWithSpacing() * 3);
const auto TableSize = ImGui::GetContentRegionAvail() - ImVec2(0, FooterSize.y);
this->drawPopup();

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@ -101,7 +101,7 @@ namespace hex::plugin::builtin {
{
this->m_blockSize = std::max<u32>(std::ceil(provider->getActualSize() / 2048.0F), 256);
std::array<ImU64, 256> valueCounts = { 0 }, blockValueCounts = { 0 };
std::array<ImU64, 256> blockValueCounts = { 0 };
this->m_blockEntropy.clear();
this->m_valueCounts.fill(0);
@ -110,7 +110,7 @@ namespace hex::plugin::builtin {
u64 count = 0;
for (u8 byte : reader) {
valueCounts[byte]++;
this->m_valueCounts[byte]++;
blockValueCounts[byte]++;
count++;
@ -121,9 +121,7 @@ namespace hex::plugin::builtin {
}
}
this->m_valueCounts = valueCounts;
this->m_averageEntropy = calculateEntropy(valueCounts, provider->getSize());
this->m_averageEntropy = calculateEntropy(this->m_valueCounts, provider->getSize());
if (!this->m_blockEntropy.empty())
this->m_highestBlockEntropy = *std::max_element(this->m_blockEntropy.begin(), this->m_blockEntropy.end());
else
@ -142,7 +140,7 @@ namespace hex::plugin::builtin {
if (ImHexApi::Provider::isValid() && provider->isReadable()) {
ImGui::BeginDisabled(this->m_analyzing);
{
if (ImGui::Button("hex.builtin.view.information.analyze"_lang, ImVec2(ImGui::GetContentRegionAvailWidth(), 0)))
if (ImGui::Button("hex.builtin.view.information.analyze"_lang, ImVec2(ImGui::GetContentRegionAvail().x, 0)))
this->analyze();
}
ImGui::EndDisabled();
@ -218,8 +216,10 @@ namespace hex::plugin::builtin {
ImPlot::PushStyleColor(ImPlotCol_FrameBg, ImGui::GetColorU32(ImGuiCol_WindowBg));
ImGui::TextUnformatted("hex.builtin.view.information.distribution"_lang);
ImPlot::SetNextPlotLimits(0, 256, 0.5, float(*std::max_element(this->m_valueCounts.begin(), this->m_valueCounts.end())) * 1.1F, ImGuiCond_Always);
if (ImPlot::BeginPlot("##distribution", "Address", "Count", ImVec2(-1, 0), ImPlotFlags_NoChild | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect, ImPlotAxisFlags_Lock, ImPlotAxisFlags_Lock | ImPlotAxisFlags_LogScale)) {
if (ImPlot::BeginPlot("##distribution", ImVec2(-1, 0), ImPlotFlags_NoChild | ImPlotFlags_NoLegend | ImPlotFlags_NoMenus | ImPlotFlags_NoBoxSelect)) {
ImPlot::SetupAxes("Address", "Count", ImPlotAxisFlags_Lock, ImPlotAxisFlags_Lock | ImPlotAxisFlags_LogScale);
ImPlot::SetupAxesLimits(0, 256, 1, double(*std::max_element(this->m_valueCounts.begin(), this->m_valueCounts.end())) * 1.1F, ImGuiCond_Always);
static auto x = [] {
std::array<ImU64, 256> result { 0 };
std::iota(result.begin(), result.end(), 0);
@ -235,12 +235,14 @@ namespace hex::plugin::builtin {
ImGui::TextUnformatted("hex.builtin.view.information.entropy"_lang);
ImPlot::SetNextPlotLimits(0, this->m_blockEntropy.size(), -0.1, 1.1, ImGuiCond_Always);
if (ImPlot::BeginPlot("##entropy", "Address", "Entropy", ImVec2(-1, 0), ImPlotFlags_NoChild | ImPlotFlags_CanvasOnly | ImPlotFlags_AntiAliased, ImPlotAxisFlags_Lock | ImPlotAxisFlags_NoTickLabels, ImPlotAxisFlags_Lock)) {
if (ImPlot::BeginPlot("##entropy", ImVec2(-1, 0), ImPlotFlags_NoChild | ImPlotFlags_CanvasOnly)) {
ImPlot::SetupAxes("Address", "Entropy", ImPlotAxisFlags_Lock, ImPlotAxisFlags_Lock);
ImPlot::SetupAxesLimits(0, this->m_blockEntropy.size(), -0.1F, 1.1F, ImGuiCond_Always);
ImPlot::PlotLine("##entropy_line", this->m_blockEntropy.data(), this->m_blockEntropy.size());
if (ImPlot::DragLineX("Position", &this->m_entropyHandlePosition, false)) {
u64 address = u64(this->m_entropyHandlePosition * this->m_blockSize) + provider->getBaseAddress();
if (ImPlot::DragLineX(1, &this->m_entropyHandlePosition, ImGui::GetStyleColorVec4(ImGuiCol_Text))) {
u64 address = u64(std::max<double>(this->m_entropyHandlePosition, 0) * this->m_blockSize) + provider->getBaseAddress();
address = std::min(address, provider->getBaseAddress() + provider->getSize() - 1);
ImHexApi::HexEditor::setSelection(address, 1);
}

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@ -46,8 +46,9 @@ namespace hex::plugin::builtin {
auto &patches = provider->getPatches();
u32 index = 0;
ImGuiListClipper clipper(patches.size());
ImGuiListClipper clipper;
clipper.Begin(patches.size());
while (clipper.Step()) {
auto iter = patches.begin();
for (auto i = 0; i < clipper.DisplayStart; i++)

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@ -438,7 +438,10 @@ namespace hex::plugin::builtin {
void ViewPatternEditor::drawConsole(ImVec2 size) {
ImGui::PushStyleColor(ImGuiCol_ChildBg, this->m_textEditor.GetPalette()[u32(TextEditor::PaletteIndex::Background)]);
if (ImGui::BeginChild("##console", size, true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_HorizontalScrollbar)) {
ImGuiListClipper clipper(this->m_console.size());
ImGuiListClipper clipper;
clipper.Begin(this->m_console.size());
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) {
const auto &[level, message] = this->m_console[i];
@ -488,7 +491,7 @@ namespace hex::plugin::builtin {
ImGui::PushID(index++);
ON_SCOPE_EXIT { ImGui::PopID(); };
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
constexpr const char *Types[] = { "I", "F", "S", "B" };
if (ImGui::BeginCombo("", Types[static_cast<int>(type)])) {
for (auto i = 0; i < IM_ARRAYSIZE(Types); i++) {
@ -502,13 +505,13 @@ namespace hex::plugin::builtin {
ImGui::TableNextColumn();
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
ImGui::InputText("###name", name);
ImGui::PopItemWidth();
ImGui::TableNextColumn();
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth());
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
switch (type) {
case EnvVarType::Integer:
{

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@ -128,7 +128,9 @@ namespace hex::plugin::builtin {
auto consoleSize = ImGui::GetContentRegionAvail();
if (ImGui::BeginChild("##console", consoleSize, true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_HorizontalScrollbar)) {
ImGuiListClipper clipper(this->m_consoleMessages.size());
ImGuiListClipper clipper;
clipper.Begin(this->m_consoleMessages.size());
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) {
const auto &message = this->m_consoleMessages[i];