diff --git a/TODO.txt b/TODO.txt index eac6d7473..944df651b 100644 --- a/TODO.txt +++ b/TODO.txt @@ -26,7 +26,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: expose contents size. (#1045) - window: GetWindowSize() returns (0,0) when not calculated? (#1045) !- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y) + - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?) - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally diff --git a/examples/.gitignore b/examples/.gitignore index 4a3d57c08..9516dc7f6 100644 --- a/examples/.gitignore +++ b/examples/.gitignore @@ -42,6 +42,8 @@ sdl_opengl3_example/x64/* *.exe *.pdb *.ilk +*.VC.db +*.VC.VC.opendb ## Ini files imgui.ini diff --git a/imgui.cpp b/imgui.cpp index f2aebe6e7..f00be193c 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -240,8 +240,10 @@ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Also read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2016/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2016/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. - - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow(), note that most uses relied on default parameters completely. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. - 2017/08/13 (1.51) - renamed ImGuiCol_Columns_*** to ImGuiCol_Separator_*** - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). @@ -614,6 +616,8 @@ #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wsuggest-attribute=format" #endif //------------------------------------------------------------------------- @@ -653,7 +657,6 @@ static void LoadIniSettingsFromDisk(const char* ini_filename); static void SaveIniSettingsToDisk(const char* ini_filename); static void MarkIniSettingsDirty(ImGuiWindow* window); -static void PushColumnClipRect(int column_index = -1); static ImRect GetVisibleRect(); static bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); @@ -1258,6 +1261,12 @@ ImU32 ImGui::GetColorU32(const ImVec4& col) return ColorConvertFloat4ToU32(c); } +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + ImU32 ImGui::GetColorU32(ImU32 col) { float style_alpha = GImGui->Style.Alpha; @@ -4271,7 +4280,7 @@ static bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) bool ImGui::BeginPopup(const char* str_id) { ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance + if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance { ClearSetNextWindowData(); // We behave like Begin() and need to consume those values return false; @@ -5127,6 +5136,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us window->DC.ColumnsCurrent = 0; window->DC.ColumnsCount = 1; window->DC.ColumnsStartPosY = window->DC.CursorPos.y; + window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x; window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPosY; window->DC.TreeDepth = 0; window->DC.StateStorage = &window->StateStorage; @@ -5267,7 +5277,7 @@ void ImGui::End() ImGuiWindow* window = g.CurrentWindow; if (window->DC.ColumnsCount != 1) // close columns set if any is open - Columns(1, "#CLOSECOLUMNS"); + EndColumns(); PopClipRect(); // inner window clip rectangle // Stop logging @@ -5316,15 +5326,17 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal) window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners); bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f))); - // V denote the main axis of the scrollbar + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight(); float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y; float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w; float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y; - // The grabbable box size generally represent the amount visible (vs the total scrollable amount) + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. - const float grab_h_pixels = ImMin(ImMax(scrollbar_size_v * ImSaturate(win_size_avail_v / ImMax(win_size_contents_v, win_size_avail_v)), style.GrabMinSize), scrollbar_size_v); + IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). @@ -5556,6 +5568,17 @@ void ImGui::PopTextWrapPos() window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); } +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorModifiers.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) { ImGuiContext& g = *GImGui; @@ -5648,7 +5671,7 @@ void ImGui::PopStyleVar(int count) } } -const char* ImGui::GetStyleColName(ImGuiCol idx) +const char* ImGui::GetStyleColorName(ImGuiCol idx) { // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; switch (idx) @@ -9539,7 +9562,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1) + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1) // FIXME-OPT: Avoid if vertically clipped. PopClipRect(); ImGuiID id = window->GetID(label); @@ -10775,7 +10798,7 @@ void ImGui::EndGroup() ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls ImGuiGroupData& group_data = window->DC.GroupStack.back(); @@ -10895,6 +10918,16 @@ int ImGui::GetColumnsCount() return window->DC.ColumnsCount; } +static float OffsetNormToPixels(ImGuiWindow* window, float offset_norm) +{ + return offset_norm * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX); +} + +static float PixelsToOffsetNorm(ImGuiWindow* window, float offset) +{ + return (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX); +} + static float GetDraggedColumnOffset(int column_index) { // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing @@ -10905,43 +10938,57 @@ static float GetDraggedColumnOffset(int column_index) IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index)); float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x; - x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing); + x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing); + if ((window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing); - return (float)(int)x; + return x; } float ImGui::GetColumnOffset(int column_index) { - ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindowRead(); if (column_index < 0) column_index = window->DC.ColumnsCurrent; + /* if (g.ActiveId) { + ImGuiContext& g = *GImGui; const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); if (g.ActiveId == column_id) return GetDraggedColumnOffset(column_index); } + */ IM_ASSERT(column_index < window->DC.ColumnsData.Size); const float t = window->DC.ColumnsData[column_index].OffsetNorm; const float x_offset = ImLerp(window->DC.ColumnsMinX, window->DC.ColumnsMaxX, t); - return (float)(int)x_offset; + return x_offset; } void ImGui::SetColumnOffset(int column_index, float offset) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (column_index < 0) column_index = window->DC.ColumnsCurrent; IM_ASSERT(column_index < window->DC.ColumnsData.Size); - const float t = (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX); - window->DC.ColumnsData[column_index].OffsetNorm = t; + + const bool preserve_width = !(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < window->DC.ColumnsCount-1); + const float width = preserve_width ? GetColumnWidth(column_index) : 0.0f; + + if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index)); + const float offset_norm = PixelsToOffsetNorm(window, offset); const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); - window->DC.StateStorage->SetFloat(column_id, t); + window->DC.StateStorage->SetFloat(column_id, offset_norm); + window->DC.ColumnsData[column_index].OffsetNorm = offset_norm; + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); } float ImGui::GetColumnWidth(int column_index) @@ -10950,72 +10997,34 @@ float ImGui::GetColumnWidth(int column_index) if (column_index < 0) column_index = window->DC.ColumnsCurrent; - float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index); - return w; + return OffsetNormToPixels(window, window->DC.ColumnsData[column_index+1].OffsetNorm - window->DC.ColumnsData[column_index].OffsetNorm); } -static void PushColumnClipRect(int column_index) +void ImGui::SetColumnWidth(int column_index, float width) { - ImGuiWindow* window = ImGui::GetCurrentWindow(); + ImGuiWindow* window = GetCurrentWindowRead(); if (column_index < 0) column_index = window->DC.ColumnsCurrent; - float x1 = ImFloor(0.5f + window->Pos.x + ImGui::GetColumnOffset(column_index) - 1.0f); - float x2 = ImFloor(0.5f + window->Pos.x + ImGui::GetColumnOffset(column_index+1) - 1.0f); - ImGui::PushClipRect(ImVec2(x1,-FLT_MAX), ImVec2(x2,+FLT_MAX), true); + SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width); } -void ImGui::Columns(int columns_count, const char* id, bool border) +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + if (column_index < 0) + column_index = window->DC.ColumnsCurrent; + + PushClipRect(window->DC.ColumnsData[column_index].ClipRect.Min, window->DC.ColumnsData[column_index].ClipRect.Max, false); +} + +void ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(columns_count >= 1); - if (window->DC.ColumnsCount != 1) - { - if (window->DC.ColumnsCurrent != 0) - ItemSize(ImVec2(0,0)); // Advance to column 0 - PopItemWidth(); - PopClipRect(); - window->DrawList->ChannelsMerge(); - - window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = window->DC.ColumnsCellMaxY; - } - - // Draw columns borders and handle resize at the time of "closing" a columns set - if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems) - { - const float y1 = window->DC.ColumnsStartPosY; - const float y2 = window->DC.CursorPos.y; - for (int i = 1; i < window->DC.ColumnsCount; i++) - { - float x = window->Pos.x + GetColumnOffset(i); - const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i); - const float column_w = 4.0f; - const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2)); - if (IsClippedEx(column_rect, &column_id, false)) - continue; - - bool hovered, held; - ButtonBehavior(column_rect, column_id, &hovered, &held); - if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; - - // Draw before resize so our items positioning are in sync with the line being drawn - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = (float)(int)x; - window->DrawList->AddLine(ImVec2(xi, y1+1.0f), ImVec2(xi, y2), col); - - if (held) - { - if (g.ActiveIdIsJustActivated) - g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking) - x = GetDraggedColumnOffset(i); - SetColumnOffset(i, x); - } - } - } + IM_ASSERT(columns_count > 1); + IM_ASSERT(window->DC.ColumnsCount == 1); // Nested columns are currently not supported // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. @@ -11026,36 +11035,122 @@ void ImGui::Columns(int columns_count, const char* id, bool border) // Set state for first column window->DC.ColumnsCurrent = 0; window->DC.ColumnsCount = columns_count; - window->DC.ColumnsShowBorders = border; + window->DC.ColumnsFlags = flags; - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x; + const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x); window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range - window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x; + //window->DC.ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x; + window->DC.ColumnsMaxX = content_region_width - window->Scroll.x; window->DC.ColumnsStartPosY = window->DC.CursorPos.y; + window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x; window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y; window->DC.ColumnsOffsetX = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX); - if (window->DC.ColumnsCount != 1) + // Cache column offsets + window->DC.ColumnsData.resize(columns_count + 1); + for (int column_index = 0; column_index < columns_count + 1; column_index++) { - // Cache column offsets - window->DC.ColumnsData.resize(columns_count + 1); - for (int column_index = 0; column_index < columns_count + 1; column_index++) + const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); + KeepAliveID(column_id); + const float default_t = column_index / (float)window->DC.ColumnsCount; + float t = window->DC.StateStorage->GetFloat(column_id, default_t); + if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow)) + t = ImMin(t, PixelsToOffsetNorm(window, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index))); + window->DC.ColumnsData[column_index].OffsetNorm = t; + } + + // Cache clipping rectangles + for (int column_index = 0; column_index < columns_count; column_index++) + { + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index) - 1.0f); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index + 1) - 1.0f); + window->DC.ColumnsData[column_index].ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + window->DC.ColumnsData[column_index].ClipRect.Clip(window->ClipRect); + } + + window->DrawList->ChannelsSplit(window->DC.ColumnsCount); + PushColumnClipRect(); + PushItemWidth(GetColumnWidth() * 0.65f); +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(window->DC.ColumnsCount > 1); + + PopItemWidth(); + PopClipRect(); + window->DrawList->ChannelsMerge(); + + window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = window->DC.ColumnsCellMaxY; + window->DC.CursorMaxPos.x = ImMax(window->DC.ColumnsStartMaxPosX, window->DC.ColumnsMaxX); // Columns don't grow parent + + // Draw columns borders and handle resize + if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + { + const float y1 = window->DC.ColumnsStartPosY; + const float y2 = window->DC.CursorPos.y; + int dragging_column = -1; + for (int i = 1; i < window->DC.ColumnsCount; i++) { - const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); - KeepAliveID(column_id); - const float default_t = column_index / (float)window->DC.ColumnsCount; - const float t = window->DC.StateStorage->GetFloat(column_id, default_t); // Cheaply store our floating point value inside the integer (could store a union into the map?) - window->DC.ColumnsData[column_index].OffsetNorm = t; + float x = window->Pos.x + GetColumnOffset(i); + const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i); + const float column_w = 4.0f; // Width for interaction + const ImRect column_rect(ImVec2(x - column_w, y1), ImVec2(x + column_w, y2)); + if (IsClippedEx(column_rect, &column_id, false)) + continue; + + bool hovered = false, held = false; + if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoResize)) + { + ButtonBehavior(column_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset.x -= column_w; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset(). + if (held) + dragging_column = i; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = (float)(int)x; + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + float x = GetDraggedColumnOffset(dragging_column); + SetColumnOffset(dragging_column, x); } - window->DrawList->ChannelsSplit(window->DC.ColumnsCount); - PushColumnClipRect(); - PushItemWidth(GetColumnWidth() * 0.65f); - } - else - { - window->DC.ColumnsData.resize(0); } + + window->DC.ColumnsSetId = 0; + window->DC.ColumnsCurrent = 0; + window->DC.ColumnsCount = 1; + window->DC.ColumnsFlags = 0; + window->DC.ColumnsData.resize(0); + window->DC.ColumnsOffsetX = 0.0f; + window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX); +} + +// [2017/08: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1) + EndColumns(); + + ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); + //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + if (columns_count != 1) + BeginColumns(id, columns_count, flags); } void ImGui::Indent(float indent_w) diff --git a/imgui.h b/imgui.h index 1b0265520..d5ed61b55 100644 --- a/imgui.h +++ b/imgui.h @@ -75,6 +75,7 @@ typedef int ImGuiColorEditFlags; // color edit flags for Color*() // e typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_ typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_ typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_ +typedef int ImGuiColumnsFlags; // flags for *Columns*() // enum ImGuiColumnsFlags_ typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_ typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_ typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_ @@ -181,11 +182,13 @@ namespace ImGui // Parameters stacks (shared) IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha. IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API @@ -229,14 +232,15 @@ namespace ImGui IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y // Columns - // You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking. - IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1). - IMGUI_API void NextColumn(); // next column - IMGUI_API int GetColumnIndex(); // get current column index - IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this - IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column - IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset()) - IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns()) + // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); // ID scopes // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them. @@ -432,12 +436,12 @@ namespace ImGui IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. IMGUI_API float GetTime(); IMGUI_API int GetFrameCount(); - IMGUI_API const char* GetStyleColName(ImGuiCol idx); + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. - IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame + IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame IMGUI_API void EndChildFrame(); IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); @@ -1114,8 +1118,8 @@ struct ImGuiTextEditCallbackData struct ImGuiSizeConstraintCallbackData { void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() - ImVec2 Pos; // Read-only. Window position, for reference. - ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; @@ -1140,8 +1144,8 @@ struct ImGuiSizeConstraintCallbackData // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. -// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. -// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. +// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. +// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed. struct ImColor { ImVec4 Value; @@ -1154,8 +1158,8 @@ struct ImColor inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } inline operator ImVec4() const { return Value; } + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } - static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } }; @@ -1274,6 +1278,8 @@ struct ImDrawList IMGUI_API void PopClipRect(); IMGUI_API void PushTextureID(const ImTextureID& texture_id); IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index ee6095e77..ef65a2f5f 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -288,9 +288,9 @@ void ImGui::ShowTestWindow(bool* p_open) { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_Button, ImColor::HSV(i/7.0f, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImColor::HSV(i/7.0f, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImColor::HSV(i/7.0f, 0.8f, 0.8f)); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f)); ImGui::Button("Click"); ImGui::PopStyleColor(3); ImGui::PopID(); @@ -916,10 +916,10 @@ void ImGui::ShowTestWindow(bool* p_open) { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_FrameBg, ImColor::HSV(i/7.0f, 0.5f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImColor::HSV(i/7.0f, 0.6f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgActive, ImColor::HSV(i/7.0f, 0.7f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImColor::HSV(i/7.0f, 0.9f, 0.9f)); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f)); ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, ""); if (ImGui::IsItemActive() || ImGui::IsItemHovered()) ImGui::SetTooltip("%.3f", values[i]); @@ -1275,9 +1275,9 @@ void ImGui::ShowTestWindow(bool* p_open) char num_buf[16]; const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : (sprintf(num_buf, "%d", n), num_buf); float hue = n*0.05f; - ImGui::PushStyleColor(ImGuiCol_Button, ImColor::HSV(hue, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImColor::HSV(hue, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); ImGui::PopStyleColor(3); ImGui::PopID(); @@ -1532,32 +1532,6 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::TreePop(); } - // Scrolling columns - /* - if (ImGui::TreeNode("Scrolling")) - { - ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); - ImGui::Columns(3); - ImGui::Text("ID"); ImGui::NextColumn(); - ImGui::Text("Name"); ImGui::NextColumn(); - ImGui::Text("Path"); ImGui::NextColumn(); - ImGui::Columns(1); - ImGui::Separator(); - ImGui::EndChild(); - ImGui::BeginChild("##scrollingregion", ImVec2(0, 60)); - ImGui::Columns(3); - for (int i = 0; i < 10; i++) - { - ImGui::Text("%04d", i); ImGui::NextColumn(); - ImGui::Text("Foobar"); ImGui::NextColumn(); - ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn(); - } - ImGui::Columns(1); - ImGui::EndChild(); - ImGui::TreePop(); - } - */ - // Create multiple items in a same cell before switching to next column if (ImGui::TreeNode("Mixed items")) { @@ -1575,7 +1549,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::Text("An extra line here."); ImGui::NextColumn(); - ImGui::Text("Sailor"); + ImGui::Text("Sailor"); ImGui::Button("Corniflower"); static float bar = 1.0f; ImGui::InputFloat("blue", &bar, 0.05f, 0, 3); @@ -1612,14 +1586,59 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::SameLine(); ImGui::Checkbox("vertical", &v_borders); ImGui::Columns(4, NULL, v_borders); - if (h_borders) ImGui::Separator(); - for (int i = 0; i < 8; i++) + for (int i = 0; i < 4*3; i++) { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i); + ImGui::Text("Width %.2f\nOffset %.2f", ImGui::GetColumnWidth(), ImGui::GetColumnOffset()); ImGui::NextColumn(); } ImGui::Columns(1); - if (h_borders) ImGui::Separator(); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Scrolling columns + /* + if (ImGui::TreeNode("Vertical Scrolling")) + { + ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y)); + ImGui::Columns(3); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::EndChild(); + ImGui::BeginChild("##scrollingregion", ImVec2(0, 60)); + ImGui::Columns(3); + for (int i = 0; i < 10; i++) + { + ImGui::Text("%04d", i); ImGui::NextColumn(); + ImGui::Text("Foobar"); ImGui::NextColumn(); + ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + */ + + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentWidth(1500); + ImGui::BeginChild("##scrollingregion", ImVec2(0, 120), false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + for (int i = 0; i < 20; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::EndChild(); ImGui::TreePop(); } @@ -1844,7 +1863,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) for (int i = 0; i < ImGuiCol_COUNT; i++) { const ImVec4& col = style.Colors[i]; - const char* name = ImGui::GetStyleColName(i); + const char* name = ImGui::GetStyleColorName(i); if (!output_only_modified || memcmp(&col, (ref ? &ref->Colors[i] : &default_style.Colors[i]), sizeof(ImVec4)) != 0) ImGui::LogText("style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 22 - (int)strlen(name), "", col.x, col.y, col.z, col.w); } @@ -1867,7 +1886,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::PushItemWidth(-160); for (int i = 0; i < ImGuiCol_COUNT; i++) { - const char* name = ImGui::GetStyleColName(i); + const char* name = ImGui::GetStyleColorName(i); if (!filter.PassFilter(name)) continue; ImGui::PushID(i); @@ -2041,7 +2060,7 @@ static void ShowExampleMenuFile() if (ImGui::BeginMenu("Colors")) { for (int i = 0; i < ImGuiCol_COUNT; i++) - ImGui::MenuItem(ImGui::GetStyleColName((ImGuiCol)i)); + ImGui::MenuItem(ImGui::GetStyleColorName((ImGuiCol)i)); ImGui::EndMenu(); } if (ImGui::BeginMenu("Disabled", false)) // Disabled diff --git a/imgui_draw.cpp b/imgui_draw.cpp index bacbd7f5d..8442bdd16 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1213,8 +1213,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) ConfigData.push_back(*font_cfg); ImFontConfig& new_font_cfg = ConfigData.back(); - if (!new_font_cfg.DstFont) - new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.DstFont) + new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize); @@ -1253,9 +1253,10 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) font_cfg.PixelSnapH = true; } if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px"); + if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f; const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); - ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, 13.0f, &font_cfg, GetGlyphRangesDefault()); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault()); return font; } diff --git a/imgui_internal.h b/imgui_internal.h index 0854867c3..6173fccef 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -186,6 +186,15 @@ enum ImGuiSliderFlags_ ImGuiSliderFlags_Vertical = 1 << 0 }; +enum ImGuiColumnsFlags_ +{ + // Default: 0 + ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3 // Disable forcing columns to fit within window +}; + enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ @@ -317,7 +326,8 @@ struct ImGuiGroupData // Per column data for Columns() struct ImGuiColumnData { - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + ImRect ClipRect; //float IndentX; }; @@ -666,9 +676,10 @@ struct IMGUI_API ImGuiDrawContext float ColumnsMinX; float ColumnsMaxX; float ColumnsStartPosY; + float ColumnsStartMaxPosX; // Backup of CursorMaxPos float ColumnsCellMinY; float ColumnsCellMaxY; - bool ColumnsShowBorders; + ImGuiColumnsFlags ColumnsFlags; ImGuiID ColumnsSetId; ImVector ColumnsData; @@ -701,8 +712,9 @@ struct IMGUI_API ImGuiDrawContext ColumnsCount = 1; ColumnsMinX = ColumnsMaxX = 0.0f; ColumnsStartPosY = 0.0f; + ColumnsStartMaxPosX = 0.0f; ColumnsCellMinY = ColumnsCellMaxY = 0.0f; - ColumnsShowBorders = true; + ColumnsFlags = 0; ColumnsSetId = 0; } }; @@ -811,7 +823,7 @@ namespace ImGui IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetActiveIDNoNav(ImGuiID id, ImGuiWindow* window); - IMGUI_API void ClearActiveID(); + IMGUI_API void ClearActiveID(); IMGUI_API void SetHoveredID(ImGuiID id); IMGUI_API void KeepAliveID(ImGuiID id); @@ -832,6 +844,11 @@ namespace ImGui IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); + // New Columns API + IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index = -1); + // NB: All position are in absolute pixels coordinates (never using window coordinates internally) // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);