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// dear imgui, v1.64 WIP
// (widgets code)
# if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
# define _CRT_SECURE_NO_WARNINGS
# endif
# include "imgui.h"
# ifndef IMGUI_DEFINE_MATH_OPERATORS
# define IMGUI_DEFINE_MATH_OPERATORS
# endif
# include "imgui_internal.h"
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# include <ctype.h> // toupper, isprint
// Visual Studio warnings
# ifdef _MSC_VER
# pragma warning (disable: 4127) // condition expression is constant
# pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
# endif
// Clang/GCC warnings with -Weverything
# ifdef __clang__
# pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
# pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
# elif defined(__GNUC__)
# pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
# if __GNUC__ >= 8
# pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
# endif
# endif
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//-------------------------------------------------------------------------
// Forward Declarations
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
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// SHARED UTILITIES
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Text
// - TextUnformatted()
// - Text()
// - TextV()
// - TextColored()
// - TextColoredV()
// - TextDisabled()
// - TextDisabledV()
// - TextWrapped()
// - TextWrappedV()
// - LabelText()
// - LabelTextV()
// - BulletText()
// - BulletTextV()
//-------------------------------------------------------------------------
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void ImGui : : TextUnformatted ( const char * text , const char * text_end )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
IM_ASSERT ( text ! = NULL ) ;
const char * text_begin = text ;
if ( text_end = = NULL )
text_end = text + strlen ( text ) ; // FIXME-OPT
const ImVec2 text_pos ( window - > DC . CursorPos . x , window - > DC . CursorPos . y + window - > DC . CurrentLineTextBaseOffset ) ;
const float wrap_pos_x = window - > DC . TextWrapPos ;
const bool wrap_enabled = wrap_pos_x > = 0.0f ;
if ( text_end - text > 2000 & & ! wrap_enabled )
{
// Long text!
// Perform manual coarse clipping to optimize for long multi-line text
// From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
// We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
const char * line = text ;
const float line_height = GetTextLineHeight ( ) ;
const ImRect clip_rect = window - > ClipRect ;
ImVec2 text_size ( 0 , 0 ) ;
if ( text_pos . y < = clip_rect . Max . y )
{
ImVec2 pos = text_pos ;
// Lines to skip (can't skip when logging text)
if ( ! g . LogEnabled )
{
int lines_skippable = ( int ) ( ( clip_rect . Min . y - text_pos . y ) / line_height ) ;
if ( lines_skippable > 0 )
{
int lines_skipped = 0 ;
while ( line < text_end & & lines_skipped < lines_skippable )
{
const char * line_end = strchr ( line , ' \n ' ) ;
if ( ! line_end )
line_end = text_end ;
line = line_end + 1 ;
lines_skipped + + ;
}
pos . y + = lines_skipped * line_height ;
}
}
// Lines to render
if ( line < text_end )
{
ImRect line_rect ( pos , pos + ImVec2 ( FLT_MAX , line_height ) ) ;
while ( line < text_end )
{
const char * line_end = strchr ( line , ' \n ' ) ;
if ( IsClippedEx ( line_rect , 0 , false ) )
break ;
const ImVec2 line_size = CalcTextSize ( line , line_end , false ) ;
text_size . x = ImMax ( text_size . x , line_size . x ) ;
RenderText ( pos , line , line_end , false ) ;
if ( ! line_end )
line_end = text_end ;
line = line_end + 1 ;
line_rect . Min . y + = line_height ;
line_rect . Max . y + = line_height ;
pos . y + = line_height ;
}
// Count remaining lines
int lines_skipped = 0 ;
while ( line < text_end )
{
const char * line_end = strchr ( line , ' \n ' ) ;
if ( ! line_end )
line_end = text_end ;
line = line_end + 1 ;
lines_skipped + + ;
}
pos . y + = lines_skipped * line_height ;
}
text_size . y + = ( pos - text_pos ) . y ;
}
ImRect bb ( text_pos , text_pos + text_size ) ;
ItemSize ( bb ) ;
ItemAdd ( bb , 0 ) ;
}
else
{
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos ( window - > DC . CursorPos , wrap_pos_x ) : 0.0f ;
const ImVec2 text_size = CalcTextSize ( text_begin , text_end , false , wrap_width ) ;
// Account of baseline offset
ImRect bb ( text_pos , text_pos + text_size ) ;
ItemSize ( text_size ) ;
if ( ! ItemAdd ( bb , 0 ) )
return ;
// Render (we don't hide text after ## in this end-user function)
RenderTextWrapped ( bb . Min , text_begin , text_end , wrap_width ) ;
}
}
void ImGui : : Text ( const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
TextV ( fmt , args ) ;
va_end ( args ) ;
}
void ImGui : : TextV ( const char * fmt , va_list args )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
const char * text_end = g . TempBuffer + ImFormatStringV ( g . TempBuffer , IM_ARRAYSIZE ( g . TempBuffer ) , fmt , args ) ;
TextUnformatted ( g . TempBuffer , text_end ) ;
}
void ImGui : : TextColored ( const ImVec4 & col , const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
TextColoredV ( col , fmt , args ) ;
va_end ( args ) ;
}
void ImGui : : TextColoredV ( const ImVec4 & col , const char * fmt , va_list args )
{
PushStyleColor ( ImGuiCol_Text , col ) ;
TextV ( fmt , args ) ;
PopStyleColor ( ) ;
}
void ImGui : : TextDisabled ( const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
TextDisabledV ( fmt , args ) ;
va_end ( args ) ;
}
void ImGui : : TextDisabledV ( const char * fmt , va_list args )
{
PushStyleColor ( ImGuiCol_Text , GImGui - > Style . Colors [ ImGuiCol_TextDisabled ] ) ;
TextV ( fmt , args ) ;
PopStyleColor ( ) ;
}
void ImGui : : TextWrapped ( const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
TextWrappedV ( fmt , args ) ;
va_end ( args ) ;
}
void ImGui : : TextWrappedV ( const char * fmt , va_list args )
{
bool need_wrap = ( GImGui - > CurrentWindow - > DC . TextWrapPos < 0.0f ) ; // Keep existing wrap position is one ia already set
if ( need_wrap ) PushTextWrapPos ( 0.0f ) ;
TextV ( fmt , args ) ;
if ( need_wrap ) PopTextWrapPos ( ) ;
}
void ImGui : : LabelText ( const char * label , const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
LabelTextV ( label , fmt , args ) ;
va_end ( args ) ;
}
// Add a label+text combo aligned to other label+value widgets
void ImGui : : LabelTextV ( const char * label , const char * fmt , va_list args )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const float w = CalcItemWidth ( ) ;
const ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
const ImRect value_bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( w , label_size . y + style . FramePadding . y * 2 ) ) ;
const ImRect total_bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( w + ( label_size . x > 0.0f ? style . ItemInnerSpacing . x : 0.0f ) , style . FramePadding . y * 2 ) + label_size ) ;
ItemSize ( total_bb , style . FramePadding . y ) ;
if ( ! ItemAdd ( total_bb , 0 ) )
return ;
// Render
const char * value_text_begin = & g . TempBuffer [ 0 ] ;
const char * value_text_end = value_text_begin + ImFormatStringV ( g . TempBuffer , IM_ARRAYSIZE ( g . TempBuffer ) , fmt , args ) ;
RenderTextClipped ( value_bb . Min , value_bb . Max , value_text_begin , value_text_end , NULL , ImVec2 ( 0.0f , 0.5f ) ) ;
if ( label_size . x > 0.0f )
RenderText ( ImVec2 ( value_bb . Max . x + style . ItemInnerSpacing . x , value_bb . Min . y + style . FramePadding . y ) , label ) ;
}
void ImGui : : BulletText ( const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
BulletTextV ( fmt , args ) ;
va_end ( args ) ;
}
// Text with a little bullet aligned to the typical tree node.
void ImGui : : BulletTextV ( const char * fmt , va_list args )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const char * text_begin = g . TempBuffer ;
const char * text_end = text_begin + ImFormatStringV ( g . TempBuffer , IM_ARRAYSIZE ( g . TempBuffer ) , fmt , args ) ;
const ImVec2 label_size = CalcTextSize ( text_begin , text_end , false ) ;
const float text_base_offset_y = ImMax ( 0.0f , window - > DC . CurrentLineTextBaseOffset ) ; // Latch before ItemSize changes it
const float line_height = ImMax ( ImMin ( window - > DC . CurrentLineSize . y , g . FontSize + g . Style . FramePadding . y * 2 ) , g . FontSize ) ;
const ImRect bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( g . FontSize + ( label_size . x > 0.0f ? ( label_size . x + style . FramePadding . x * 2 ) : 0.0f ) , ImMax ( line_height , label_size . y ) ) ) ; // Empty text doesn't add padding
ItemSize ( bb ) ;
if ( ! ItemAdd ( bb , 0 ) )
return ;
// Render
RenderBullet ( bb . Min + ImVec2 ( style . FramePadding . x + g . FontSize * 0.5f , line_height * 0.5f ) ) ;
RenderText ( bb . Min + ImVec2 ( g . FontSize + style . FramePadding . x * 2 , text_base_offset_y ) , text_begin , text_end , false ) ;
}
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//-------------------------------------------------------------------------
// WIDGETS: Main
// - ButtonBehavior() [Internal]
// - Button()
// - SmallButton()
// - InvisibleButton()
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
// - CheckboxFlags()
// - RadioButton()
// - ProgressBar()
// - Bullet()
//-------------------------------------------------------------------------
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bool ImGui : : ButtonBehavior ( const ImRect & bb , ImGuiID id , bool * out_hovered , bool * out_held , ImGuiButtonFlags flags )
{
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( flags & ImGuiButtonFlags_Disabled )
{
if ( out_hovered ) * out_hovered = false ;
if ( out_held ) * out_held = false ;
if ( g . ActiveId = = id ) ClearActiveID ( ) ;
return false ;
}
// Default behavior requires click+release on same spot
if ( ( flags & ( ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick ) ) = = 0 )
flags | = ImGuiButtonFlags_PressedOnClickRelease ;
ImGuiWindow * backup_hovered_window = g . HoveredWindow ;
if ( ( flags & ImGuiButtonFlags_FlattenChildren ) & & g . HoveredRootWindow = = window )
g . HoveredWindow = window ;
bool pressed = false ;
bool hovered = ItemHoverable ( bb , id ) ;
// Drag source doesn't report as hovered
if ( hovered & & g . DragDropActive & & g . DragDropPayload . SourceId = = id & & ! ( g . DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover ) )
hovered = false ;
// Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
if ( g . DragDropActive & & ( flags & ImGuiButtonFlags_PressedOnDragDropHold ) & & ! ( g . DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers ) )
if ( IsItemHovered ( ImGuiHoveredFlags_AllowWhenBlockedByActiveItem ) )
{
hovered = true ;
SetHoveredID ( id ) ;
if ( CalcTypematicPressedRepeatAmount ( g . HoveredIdTimer + 0.0001f , g . HoveredIdTimer + 0.0001f - g . IO . DeltaTime , 0.01f , 0.70f ) ) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
{
pressed = true ;
FocusWindow ( window ) ;
}
}
if ( ( flags & ImGuiButtonFlags_FlattenChildren ) & & g . HoveredRootWindow = = window )
g . HoveredWindow = backup_hovered_window ;
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
if ( hovered & & ( flags & ImGuiButtonFlags_AllowItemOverlap ) & & ( g . HoveredIdPreviousFrame ! = id & & g . HoveredIdPreviousFrame ! = 0 ) )
hovered = false ;
// Mouse
if ( hovered )
{
if ( ! ( flags & ImGuiButtonFlags_NoKeyModifiers ) | | ( ! g . IO . KeyCtrl & & ! g . IO . KeyShift & & ! g . IO . KeyAlt ) )
{
// | CLICKING | HOLDING with ImGuiButtonFlags_Repeat
// PressedOnClickRelease | <on release>* | <on repeat> <on repeat> .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds
// PressedOnClick | <on click> | <on click> <on repeat> <on repeat> ..
// PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release)
// PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> ..
// FIXME-NAV: We don't honor those different behaviors.
if ( ( flags & ImGuiButtonFlags_PressedOnClickRelease ) & & g . IO . MouseClicked [ 0 ] )
{
SetActiveID ( id , window ) ;
if ( ! ( flags & ImGuiButtonFlags_NoNavFocus ) )
SetFocusID ( id , window ) ;
FocusWindow ( window ) ;
}
if ( ( ( flags & ImGuiButtonFlags_PressedOnClick ) & & g . IO . MouseClicked [ 0 ] ) | | ( ( flags & ImGuiButtonFlags_PressedOnDoubleClick ) & & g . IO . MouseDoubleClicked [ 0 ] ) )
{
pressed = true ;
if ( flags & ImGuiButtonFlags_NoHoldingActiveID )
ClearActiveID ( ) ;
else
SetActiveID ( id , window ) ; // Hold on ID
FocusWindow ( window ) ;
}
if ( ( flags & ImGuiButtonFlags_PressedOnRelease ) & & g . IO . MouseReleased [ 0 ] )
{
if ( ! ( ( flags & ImGuiButtonFlags_Repeat ) & & g . IO . MouseDownDurationPrev [ 0 ] > = g . IO . KeyRepeatDelay ) ) // Repeat mode trumps <on release>
pressed = true ;
ClearActiveID ( ) ;
}
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if ( ( flags & ImGuiButtonFlags_Repeat ) & & g . ActiveId = = id & & g . IO . MouseDownDuration [ 0 ] > 0.0f & & IsMouseClicked ( 0 , true ) )
pressed = true ;
}
if ( pressed )
g . NavDisableHighlight = true ;
}
// Gamepad/Keyboard navigation
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
if ( g . NavId = = id & & ! g . NavDisableHighlight & & g . NavDisableMouseHover & & ( g . ActiveId = = 0 | | g . ActiveId = = id | | g . ActiveId = = window - > MoveId ) )
hovered = true ;
if ( g . NavActivateDownId = = id )
{
bool nav_activated_by_code = ( g . NavActivateId = = id ) ;
bool nav_activated_by_inputs = IsNavInputPressed ( ImGuiNavInput_Activate , ( flags & ImGuiButtonFlags_Repeat ) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed ) ;
if ( nav_activated_by_code | | nav_activated_by_inputs )
pressed = true ;
if ( nav_activated_by_code | | nav_activated_by_inputs | | g . ActiveId = = id )
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g . NavActivateId = id ; // This is so SetActiveId assign a Nav source
SetActiveID ( id , window ) ;
if ( ! ( flags & ImGuiButtonFlags_NoNavFocus ) )
SetFocusID ( id , window ) ;
g . ActiveIdAllowNavDirFlags = ( 1 < < ImGuiDir_Left ) | ( 1 < < ImGuiDir_Right ) | ( 1 < < ImGuiDir_Up ) | ( 1 < < ImGuiDir_Down ) ;
}
}
bool held = false ;
if ( g . ActiveId = = id )
{
if ( g . ActiveIdSource = = ImGuiInputSource_Mouse )
{
if ( g . ActiveIdIsJustActivated )
g . ActiveIdClickOffset = g . IO . MousePos - bb . Min ;
if ( g . IO . MouseDown [ 0 ] )
{
held = true ;
}
else
{
if ( hovered & & ( flags & ImGuiButtonFlags_PressedOnClickRelease ) )
if ( ! ( ( flags & ImGuiButtonFlags_Repeat ) & & g . IO . MouseDownDurationPrev [ 0 ] > = g . IO . KeyRepeatDelay ) ) // Repeat mode trumps <on release>
if ( ! g . DragDropActive )
pressed = true ;
ClearActiveID ( ) ;
}
if ( ! ( flags & ImGuiButtonFlags_NoNavFocus ) )
g . NavDisableHighlight = true ;
}
else if ( g . ActiveIdSource = = ImGuiInputSource_Nav )
{
if ( g . NavActivateDownId ! = id )
ClearActiveID ( ) ;
}
}
if ( out_hovered ) * out_hovered = hovered ;
if ( out_held ) * out_held = held ;
return pressed ;
}
bool ImGui : : ButtonEx ( const char * label , const ImVec2 & size_arg , ImGuiButtonFlags flags )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const ImGuiID id = window - > GetID ( label ) ;
const ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
ImVec2 pos = window - > DC . CursorPos ;
if ( ( flags & ImGuiButtonFlags_AlignTextBaseLine ) & & style . FramePadding . y < window - > DC . CurrentLineTextBaseOffset ) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
pos . y + = window - > DC . CurrentLineTextBaseOffset - style . FramePadding . y ;
ImVec2 size = CalcItemSize ( size_arg , label_size . x + style . FramePadding . x * 2.0f , label_size . y + style . FramePadding . y * 2.0f ) ;
const ImRect bb ( pos , pos + size ) ;
ItemSize ( bb , style . FramePadding . y ) ;
if ( ! ItemAdd ( bb , id ) )
return false ;
if ( window - > DC . ItemFlags & ImGuiItemFlags_ButtonRepeat )
flags | = ImGuiButtonFlags_Repeat ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held , flags ) ;
if ( pressed )
MarkItemEdited ( id ) ;
// Render
const ImU32 col = GetColorU32 ( ( held & & hovered ) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button ) ;
RenderNavHighlight ( bb , id ) ;
RenderFrame ( bb . Min , bb . Max , col , true , style . FrameRounding ) ;
RenderTextClipped ( bb . Min + style . FramePadding , bb . Max - style . FramePadding , label , NULL , & label_size , style . ButtonTextAlign , & bb ) ;
// Automatically close popups
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
// CloseCurrentPopup();
return pressed ;
}
bool ImGui : : Button ( const char * label , const ImVec2 & size_arg )
{
return ButtonEx ( label , size_arg , 0 ) ;
}
// Small buttons fits within text without additional vertical spacing.
bool ImGui : : SmallButton ( const char * label )
{
ImGuiContext & g = * GImGui ;
float backup_padding_y = g . Style . FramePadding . y ;
g . Style . FramePadding . y = 0.0f ;
bool pressed = ButtonEx ( label , ImVec2 ( 0 , 0 ) , ImGuiButtonFlags_AlignTextBaseLine ) ;
g . Style . FramePadding . y = backup_padding_y ;
return pressed ;
}
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
bool ImGui : : InvisibleButton ( const char * str_id , const ImVec2 & size_arg )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
// Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
IM_ASSERT ( size_arg . x ! = 0.0f & & size_arg . y ! = 0.0f ) ;
const ImGuiID id = window - > GetID ( str_id ) ;
ImVec2 size = CalcItemSize ( size_arg , 0.0f , 0.0f ) ;
const ImRect bb ( window - > DC . CursorPos , window - > DC . CursorPos + size ) ;
ItemSize ( bb ) ;
if ( ! ItemAdd ( bb , id ) )
return false ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held ) ;
return pressed ;
}
bool ImGui : : ArrowButtonEx ( const char * str_id , ImGuiDir dir , ImVec2 size , ImGuiButtonFlags flags )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiID id = window - > GetID ( str_id ) ;
const ImRect bb ( window - > DC . CursorPos , window - > DC . CursorPos + size ) ;
const float default_size = GetFrameHeight ( ) ;
ItemSize ( bb , ( size . y > = default_size ) ? g . Style . FramePadding . y : 0.0f ) ;
if ( ! ItemAdd ( bb , id ) )
return false ;
if ( window - > DC . ItemFlags & ImGuiItemFlags_ButtonRepeat )
flags | = ImGuiButtonFlags_Repeat ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held , flags ) ;
// Render
const ImU32 col = GetColorU32 ( ( held & & hovered ) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button ) ;
RenderNavHighlight ( bb , id ) ;
RenderFrame ( bb . Min , bb . Max , col , true , g . Style . FrameRounding ) ;
RenderArrow ( bb . Min + ImVec2 ( ImMax ( 0.0f , size . x - g . FontSize - g . Style . FramePadding . x ) , ImMax ( 0.0f , size . y - g . FontSize - g . Style . FramePadding . y ) ) , dir ) ;
return pressed ;
}
bool ImGui : : ArrowButton ( const char * str_id , ImGuiDir dir )
{
float sz = GetFrameHeight ( ) ;
return ArrowButtonEx ( str_id , dir , ImVec2 ( sz , sz ) , 0 ) ;
}
// Button to close a window
bool ImGui : : CloseButton ( ImGuiID id , const ImVec2 & pos , float radius )
{
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = g . CurrentWindow ;
// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
const ImRect bb ( pos - ImVec2 ( radius , radius ) , pos + ImVec2 ( radius , radius ) ) ;
bool is_clipped = ! ItemAdd ( bb , id ) ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held ) ;
if ( is_clipped )
return pressed ;
// Render
ImVec2 center = bb . GetCenter ( ) ;
if ( hovered )
window - > DrawList - > AddCircleFilled ( center , ImMax ( 2.0f , radius ) , GetColorU32 ( ( held & & hovered ) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered ) , 9 ) ;
float cross_extent = ( radius * 0.7071f ) - 1.0f ;
ImU32 cross_col = GetColorU32 ( ImGuiCol_Text ) ;
center - = ImVec2 ( 0.5f , 0.5f ) ;
window - > DrawList - > AddLine ( center + ImVec2 ( + cross_extent , + cross_extent ) , center + ImVec2 ( - cross_extent , - cross_extent ) , cross_col , 1.0f ) ;
window - > DrawList - > AddLine ( center + ImVec2 ( + cross_extent , - cross_extent ) , center + ImVec2 ( - cross_extent , + cross_extent ) , cross_col , 1.0f ) ;
return pressed ;
}
bool ImGui : : CollapseButton ( ImGuiID id , const ImVec2 & pos )
{
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = g . CurrentWindow ;
ImRect bb ( pos , pos + ImVec2 ( g . FontSize , g . FontSize ) + g . Style . FramePadding * 2.0f ) ;
ItemAdd ( bb , id ) ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held , ImGuiButtonFlags_None ) ;
ImU32 col = GetColorU32 ( ( held & & hovered ) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button ) ;
if ( hovered | | held )
window - > DrawList - > AddCircleFilled ( bb . GetCenter ( ) + ImVec2 ( 0.0f , - 0.5f ) , g . FontSize * 0.5f + 1.0f , col , 9 ) ;
RenderArrow ( bb . Min + g . Style . FramePadding , window - > Collapsed ? ImGuiDir_Right : ImGuiDir_Down , 1.0f ) ;
// Switch to moving the window after mouse is moved beyond the initial drag threshold
if ( IsItemActive ( ) & & IsMouseDragging ( ) )
StartMouseMovingWindow ( window ) ;
return pressed ;
}
void ImGui : : Image ( ImTextureID user_texture_id , const ImVec2 & size , const ImVec2 & uv0 , const ImVec2 & uv1 , const ImVec4 & tint_col , const ImVec4 & border_col )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImRect bb ( window - > DC . CursorPos , window - > DC . CursorPos + size ) ;
if ( border_col . w > 0.0f )
bb . Max + = ImVec2 ( 2 , 2 ) ;
ItemSize ( bb ) ;
if ( ! ItemAdd ( bb , 0 ) )
return ;
if ( border_col . w > 0.0f )
{
window - > DrawList - > AddRect ( bb . Min , bb . Max , GetColorU32 ( border_col ) , 0.0f ) ;
window - > DrawList - > AddImage ( user_texture_id , bb . Min + ImVec2 ( 1 , 1 ) , bb . Max - ImVec2 ( 1 , 1 ) , uv0 , uv1 , GetColorU32 ( tint_col ) ) ;
}
else
{
window - > DrawList - > AddImage ( user_texture_id , bb . Min , bb . Max , uv0 , uv1 , GetColorU32 ( tint_col ) ) ;
}
}
// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
// The color used are the button colors.
bool ImGui : : ImageButton ( ImTextureID user_texture_id , const ImVec2 & size , const ImVec2 & uv0 , const ImVec2 & uv1 , int frame_padding , const ImVec4 & bg_col , const ImVec4 & tint_col )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
PushID ( ( void * ) user_texture_id ) ;
const ImGuiID id = window - > GetID ( " #image " ) ;
PopID ( ) ;
const ImVec2 padding = ( frame_padding > = 0 ) ? ImVec2 ( ( float ) frame_padding , ( float ) frame_padding ) : style . FramePadding ;
const ImRect bb ( window - > DC . CursorPos , window - > DC . CursorPos + size + padding * 2 ) ;
const ImRect image_bb ( window - > DC . CursorPos + padding , window - > DC . CursorPos + padding + size ) ;
ItemSize ( bb ) ;
if ( ! ItemAdd ( bb , id ) )
return false ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held ) ;
// Render
const ImU32 col = GetColorU32 ( ( held & & hovered ) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button ) ;
RenderNavHighlight ( bb , id ) ;
RenderFrame ( bb . Min , bb . Max , col , true , ImClamp ( ( float ) ImMin ( padding . x , padding . y ) , 0.0f , style . FrameRounding ) ) ;
if ( bg_col . w > 0.0f )
window - > DrawList - > AddRectFilled ( image_bb . Min , image_bb . Max , GetColorU32 ( bg_col ) ) ;
window - > DrawList - > AddImage ( user_texture_id , image_bb . Min , image_bb . Max , uv0 , uv1 , GetColorU32 ( tint_col ) ) ;
return pressed ;
}
bool ImGui : : Checkbox ( const char * label , bool * v )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const ImGuiID id = window - > GetID ( label ) ;
const ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
const ImRect check_bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( label_size . y + style . FramePadding . y * 2 , label_size . y + style . FramePadding . y * 2 ) ) ; // We want a square shape to we use Y twice
ItemSize ( check_bb , style . FramePadding . y ) ;
ImRect total_bb = check_bb ;
if ( label_size . x > 0 )
SameLine ( 0 , style . ItemInnerSpacing . x ) ;
const ImRect text_bb ( window - > DC . CursorPos + ImVec2 ( 0 , style . FramePadding . y ) , window - > DC . CursorPos + ImVec2 ( 0 , style . FramePadding . y ) + label_size ) ;
if ( label_size . x > 0 )
{
ItemSize ( ImVec2 ( text_bb . GetWidth ( ) , check_bb . GetHeight ( ) ) , style . FramePadding . y ) ;
total_bb = ImRect ( ImMin ( check_bb . Min , text_bb . Min ) , ImMax ( check_bb . Max , text_bb . Max ) ) ;
}
if ( ! ItemAdd ( total_bb , id ) )
return false ;
bool hovered , held ;
bool pressed = ButtonBehavior ( total_bb , id , & hovered , & held ) ;
if ( pressed )
{
* v = ! ( * v ) ;
MarkItemEdited ( id ) ;
}
RenderNavHighlight ( total_bb , id ) ;
RenderFrame ( check_bb . Min , check_bb . Max , GetColorU32 ( ( held & & hovered ) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg ) , true , style . FrameRounding ) ;
if ( * v )
{
const float check_sz = ImMin ( check_bb . GetWidth ( ) , check_bb . GetHeight ( ) ) ;
const float pad = ImMax ( 1.0f , ( float ) ( int ) ( check_sz / 6.0f ) ) ;
RenderCheckMark ( check_bb . Min + ImVec2 ( pad , pad ) , GetColorU32 ( ImGuiCol_CheckMark ) , check_bb . GetWidth ( ) - pad * 2.0f ) ;
}
if ( g . LogEnabled )
LogRenderedText ( & text_bb . Min , * v ? " [x] " : " [ ] " ) ;
if ( label_size . x > 0.0f )
RenderText ( text_bb . Min , label ) ;
return pressed ;
}
bool ImGui : : CheckboxFlags ( const char * label , unsigned int * flags , unsigned int flags_value )
{
bool v = ( ( * flags & flags_value ) = = flags_value ) ;
bool pressed = Checkbox ( label , & v ) ;
if ( pressed )
{
if ( v )
* flags | = flags_value ;
else
* flags & = ~ flags_value ;
}
return pressed ;
}
bool ImGui : : RadioButton ( const char * label , bool active )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const ImGuiID id = window - > GetID ( label ) ;
const ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
const ImRect check_bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( label_size . y + style . FramePadding . y * 2 - 1 , label_size . y + style . FramePadding . y * 2 - 1 ) ) ;
ItemSize ( check_bb , style . FramePadding . y ) ;
ImRect total_bb = check_bb ;
if ( label_size . x > 0 )
SameLine ( 0 , style . ItemInnerSpacing . x ) ;
const ImRect text_bb ( window - > DC . CursorPos + ImVec2 ( 0 , style . FramePadding . y ) , window - > DC . CursorPos + ImVec2 ( 0 , style . FramePadding . y ) + label_size ) ;
if ( label_size . x > 0 )
{
ItemSize ( ImVec2 ( text_bb . GetWidth ( ) , check_bb . GetHeight ( ) ) , style . FramePadding . y ) ;
total_bb . Add ( text_bb ) ;
}
if ( ! ItemAdd ( total_bb , id ) )
return false ;
ImVec2 center = check_bb . GetCenter ( ) ;
center . x = ( float ) ( int ) center . x + 0.5f ;
center . y = ( float ) ( int ) center . y + 0.5f ;
const float radius = check_bb . GetHeight ( ) * 0.5f ;
bool hovered , held ;
bool pressed = ButtonBehavior ( total_bb , id , & hovered , & held ) ;
if ( pressed )
MarkItemEdited ( id ) ;
RenderNavHighlight ( total_bb , id ) ;
window - > DrawList - > AddCircleFilled ( center , radius , GetColorU32 ( ( held & & hovered ) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg ) , 16 ) ;
if ( active )
{
const float check_sz = ImMin ( check_bb . GetWidth ( ) , check_bb . GetHeight ( ) ) ;
const float pad = ImMax ( 1.0f , ( float ) ( int ) ( check_sz / 6.0f ) ) ;
window - > DrawList - > AddCircleFilled ( center , radius - pad , GetColorU32 ( ImGuiCol_CheckMark ) , 16 ) ;
}
if ( style . FrameBorderSize > 0.0f )
{
window - > DrawList - > AddCircle ( center + ImVec2 ( 1 , 1 ) , radius , GetColorU32 ( ImGuiCol_BorderShadow ) , 16 , style . FrameBorderSize ) ;
window - > DrawList - > AddCircle ( center , radius , GetColorU32 ( ImGuiCol_Border ) , 16 , style . FrameBorderSize ) ;
}
if ( g . LogEnabled )
LogRenderedText ( & text_bb . Min , active ? " (x) " : " ( ) " ) ;
if ( label_size . x > 0.0f )
RenderText ( text_bb . Min , label ) ;
return pressed ;
}
bool ImGui : : RadioButton ( const char * label , int * v , int v_button )
{
const bool pressed = RadioButton ( label , * v = = v_button ) ;
if ( pressed )
* v = v_button ;
return pressed ;
}
// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
void ImGui : : ProgressBar ( float fraction , const ImVec2 & size_arg , const char * overlay )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
ImVec2 pos = window - > DC . CursorPos ;
ImRect bb ( pos , pos + CalcItemSize ( size_arg , CalcItemWidth ( ) , g . FontSize + style . FramePadding . y * 2.0f ) ) ;
ItemSize ( bb , style . FramePadding . y ) ;
if ( ! ItemAdd ( bb , 0 ) )
return ;
// Render
fraction = ImSaturate ( fraction ) ;
RenderFrame ( bb . Min , bb . Max , GetColorU32 ( ImGuiCol_FrameBg ) , true , style . FrameRounding ) ;
bb . Expand ( ImVec2 ( - style . FrameBorderSize , - style . FrameBorderSize ) ) ;
const ImVec2 fill_br = ImVec2 ( ImLerp ( bb . Min . x , bb . Max . x , fraction ) , bb . Max . y ) ;
RenderRectFilledRangeH ( window - > DrawList , bb , GetColorU32 ( ImGuiCol_PlotHistogram ) , 0.0f , fraction , style . FrameRounding ) ;
// Default displaying the fraction as percentage string, but user can override it
char overlay_buf [ 32 ] ;
if ( ! overlay )
{
ImFormatString ( overlay_buf , IM_ARRAYSIZE ( overlay_buf ) , " %.0f%% " , fraction * 100 + 0.01f ) ;
overlay = overlay_buf ;
}
ImVec2 overlay_size = CalcTextSize ( overlay , NULL ) ;
if ( overlay_size . x > 0.0f )
RenderTextClipped ( ImVec2 ( ImClamp ( fill_br . x + style . ItemSpacing . x , bb . Min . x , bb . Max . x - overlay_size . x - style . ItemInnerSpacing . x ) , bb . Min . y ) , bb . Max , overlay , NULL , & overlay_size , ImVec2 ( 0.0f , 0.5f ) , & bb ) ;
}
void ImGui : : Bullet ( )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const float line_height = ImMax ( ImMin ( window - > DC . CurrentLineSize . y , g . FontSize + g . Style . FramePadding . y * 2 ) , g . FontSize ) ;
const ImRect bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( g . FontSize , line_height ) ) ;
ItemSize ( bb ) ;
if ( ! ItemAdd ( bb , 0 ) )
{
SameLine ( 0 , style . FramePadding . x * 2 ) ;
return ;
}
// Render and stay on same line
RenderBullet ( bb . Min + ImVec2 ( style . FramePadding . x + g . FontSize * 0.5f , line_height * 0.5f ) ) ;
SameLine ( 0 , style . FramePadding . x * 2 ) ;
}
2018-08-29 21:15:36 +08:00
//-------------------------------------------------------------------------
// WIDGETS: Combo Box
// - BeginCombo()
// - EndCombo()
// - Combo()
//-------------------------------------------------------------------------
2018-08-30 20:49:28 +08:00
static float CalcMaxPopupHeightFromItemCount ( int items_count )
{
ImGuiContext & g = * GImGui ;
if ( items_count < = 0 )
return FLT_MAX ;
return ( g . FontSize + g . Style . ItemSpacing . y ) * items_count - g . Style . ItemSpacing . y + ( g . Style . WindowPadding . y * 2 ) ;
}
bool ImGui : : BeginCombo ( const char * label , const char * preview_value , ImGuiComboFlags flags )
{
// Always consume the SetNextWindowSizeConstraint() call in our early return paths
ImGuiContext & g = * GImGui ;
ImGuiCond backup_next_window_size_constraint = g . NextWindowData . SizeConstraintCond ;
g . NextWindowData . SizeConstraintCond = 0 ;
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
IM_ASSERT ( ( flags & ( ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview ) ) ! = ( ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview ) ) ; // Can't use both flags together
const ImGuiStyle & style = g . Style ;
const ImGuiID id = window - > GetID ( label ) ;
const float arrow_size = ( flags & ImGuiComboFlags_NoArrowButton ) ? 0.0f : GetFrameHeight ( ) ;
const ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
const float w = ( flags & ImGuiComboFlags_NoPreview ) ? arrow_size : CalcItemWidth ( ) ;
const ImRect frame_bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( w , label_size . y + style . FramePadding . y * 2.0f ) ) ;
const ImRect total_bb ( frame_bb . Min , frame_bb . Max + ImVec2 ( label_size . x > 0.0f ? style . ItemInnerSpacing . x + label_size . x : 0.0f , 0.0f ) ) ;
ItemSize ( total_bb , style . FramePadding . y ) ;
if ( ! ItemAdd ( total_bb , id , & frame_bb ) )
return false ;
bool hovered , held ;
bool pressed = ButtonBehavior ( frame_bb , id , & hovered , & held ) ;
bool popup_open = IsPopupOpen ( id ) ;
const ImRect value_bb ( frame_bb . Min , frame_bb . Max - ImVec2 ( arrow_size , 0.0f ) ) ;
const ImU32 frame_col = GetColorU32 ( hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg ) ;
RenderNavHighlight ( frame_bb , id ) ;
if ( ! ( flags & ImGuiComboFlags_NoPreview ) )
window - > DrawList - > AddRectFilled ( frame_bb . Min , ImVec2 ( frame_bb . Max . x - arrow_size , frame_bb . Max . y ) , frame_col , style . FrameRounding , ImDrawCornerFlags_Left ) ;
if ( ! ( flags & ImGuiComboFlags_NoArrowButton ) )
{
window - > DrawList - > AddRectFilled ( ImVec2 ( frame_bb . Max . x - arrow_size , frame_bb . Min . y ) , frame_bb . Max , GetColorU32 ( ( popup_open | | hovered ) ? ImGuiCol_ButtonHovered : ImGuiCol_Button ) , style . FrameRounding , ( w < = arrow_size ) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right ) ;
RenderArrow ( ImVec2 ( frame_bb . Max . x - arrow_size + style . FramePadding . y , frame_bb . Min . y + style . FramePadding . y ) , ImGuiDir_Down ) ;
}
RenderFrameBorder ( frame_bb . Min , frame_bb . Max , style . FrameRounding ) ;
if ( preview_value ! = NULL & & ! ( flags & ImGuiComboFlags_NoPreview ) )
RenderTextClipped ( frame_bb . Min + style . FramePadding , value_bb . Max , preview_value , NULL , NULL , ImVec2 ( 0.0f , 0.0f ) ) ;
if ( label_size . x > 0 )
RenderText ( ImVec2 ( frame_bb . Max . x + style . ItemInnerSpacing . x , frame_bb . Min . y + style . FramePadding . y ) , label ) ;
if ( ( pressed | | g . NavActivateId = = id ) & & ! popup_open )
{
if ( window - > DC . NavLayerCurrent = = 0 )
window - > NavLastIds [ 0 ] = id ;
OpenPopupEx ( id ) ;
popup_open = true ;
}
if ( ! popup_open )
return false ;
if ( backup_next_window_size_constraint )
{
g . NextWindowData . SizeConstraintCond = backup_next_window_size_constraint ;
g . NextWindowData . SizeConstraintRect . Min . x = ImMax ( g . NextWindowData . SizeConstraintRect . Min . x , w ) ;
}
else
{
if ( ( flags & ImGuiComboFlags_HeightMask_ ) = = 0 )
flags | = ImGuiComboFlags_HeightRegular ;
IM_ASSERT ( ImIsPowerOfTwo ( flags & ImGuiComboFlags_HeightMask_ ) ) ; // Only one
int popup_max_height_in_items = - 1 ;
if ( flags & ImGuiComboFlags_HeightRegular ) popup_max_height_in_items = 8 ;
else if ( flags & ImGuiComboFlags_HeightSmall ) popup_max_height_in_items = 4 ;
else if ( flags & ImGuiComboFlags_HeightLarge ) popup_max_height_in_items = 20 ;
SetNextWindowSizeConstraints ( ImVec2 ( w , 0.0f ) , ImVec2 ( FLT_MAX , CalcMaxPopupHeightFromItemCount ( popup_max_height_in_items ) ) ) ;
}
char name [ 16 ] ;
ImFormatString ( name , IM_ARRAYSIZE ( name ) , " ##Combo_%02d " , g . CurrentPopupStack . Size ) ; // Recycle windows based on depth
// Peak into expected window size so we can position it
if ( ImGuiWindow * popup_window = FindWindowByName ( name ) )
if ( popup_window - > WasActive )
{
ImVec2 size_expected = CalcWindowExpectedSize ( popup_window ) ;
if ( flags & ImGuiComboFlags_PopupAlignLeft )
popup_window - > AutoPosLastDirection = ImGuiDir_Left ;
ImRect r_outer = GetWindowAllowedExtentRect ( popup_window ) ;
ImVec2 pos = FindBestWindowPosForPopupEx ( frame_bb . GetBL ( ) , size_expected , & popup_window - > AutoPosLastDirection , r_outer , frame_bb , ImGuiPopupPositionPolicy_ComboBox ) ;
SetNextWindowPos ( pos ) ;
}
// Horizontally align ourselves with the framed text
ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings ;
PushStyleVar ( ImGuiStyleVar_WindowPadding , ImVec2 ( style . FramePadding . x , style . WindowPadding . y ) ) ;
bool ret = Begin ( name , NULL , window_flags ) ;
PopStyleVar ( ) ;
if ( ! ret )
{
EndPopup ( ) ;
IM_ASSERT ( 0 ) ; // This should never happen as we tested for IsPopupOpen() above
return false ;
}
return true ;
}
void ImGui : : EndCombo ( )
{
EndPopup ( ) ;
}
// Getter for the old Combo() API: const char*[]
static bool Items_ArrayGetter ( void * data , int idx , const char * * out_text )
{
const char * const * items = ( const char * const * ) data ;
if ( out_text )
* out_text = items [ idx ] ;
return true ;
}
// Getter for the old Combo() API: "item1\0item2\0item3\0"
static bool Items_SingleStringGetter ( void * data , int idx , const char * * out_text )
{
// FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
const char * items_separated_by_zeros = ( const char * ) data ;
int items_count = 0 ;
const char * p = items_separated_by_zeros ;
while ( * p )
{
if ( idx = = items_count )
break ;
p + = strlen ( p ) + 1 ;
items_count + + ;
}
if ( ! * p )
return false ;
if ( out_text )
* out_text = p ;
return true ;
}
// Old API, prefer using BeginCombo() nowadays if you can.
bool ImGui : : Combo ( const char * label , int * current_item , bool ( * items_getter ) ( void * , int , const char * * ) , void * data , int items_count , int popup_max_height_in_items )
{
ImGuiContext & g = * GImGui ;
// Call the getter to obtain the preview string which is a parameter to BeginCombo()
const char * preview_value = NULL ;
if ( * current_item > = 0 & & * current_item < items_count )
items_getter ( data , * current_item , & preview_value ) ;
// The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
if ( popup_max_height_in_items ! = - 1 & & ! g . NextWindowData . SizeConstraintCond )
SetNextWindowSizeConstraints ( ImVec2 ( 0 , 0 ) , ImVec2 ( FLT_MAX , CalcMaxPopupHeightFromItemCount ( popup_max_height_in_items ) ) ) ;
if ( ! BeginCombo ( label , preview_value , ImGuiComboFlags_None ) )
return false ;
// Display items
// FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)
bool value_changed = false ;
for ( int i = 0 ; i < items_count ; i + + )
{
PushID ( ( void * ) ( intptr_t ) i ) ;
const bool item_selected = ( i = = * current_item ) ;
const char * item_text ;
if ( ! items_getter ( data , i , & item_text ) )
item_text = " *Unknown item* " ;
if ( Selectable ( item_text , item_selected ) )
{
value_changed = true ;
* current_item = i ;
}
if ( item_selected )
SetItemDefaultFocus ( ) ;
PopID ( ) ;
}
EndCombo ( ) ;
return value_changed ;
}
// Combo box helper allowing to pass an array of strings.
bool ImGui : : Combo ( const char * label , int * current_item , const char * const items [ ] , int items_count , int height_in_items )
{
const bool value_changed = Combo ( label , current_item , Items_ArrayGetter , ( void * ) items , items_count , height_in_items ) ;
return value_changed ;
}
// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
bool ImGui : : Combo ( const char * label , int * current_item , const char * items_separated_by_zeros , int height_in_items )
{
int items_count = 0 ;
const char * p = items_separated_by_zeros ; // FIXME-OPT: Avoid computing this, or at least only when combo is open
while ( * p )
{
p + = strlen ( p ) + 1 ;
items_count + + ;
}
bool value_changed = Combo ( label , current_item , Items_SingleStringGetter , ( void * ) items_separated_by_zeros , items_count , height_in_items ) ;
return value_changed ;
}
2018-08-29 21:15:36 +08:00
//-------------------------------------------------------------------------
// WIDGETS: Data Type and Data Formatting Helpers [Internal]
// - PatchFormatStringFloatToInt()
// - DataTypeFormatString()
// - DataTypeApplyOp()
// - DataTypeApplyOpFromText()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
//-------------------------------------------------------------------------
2018-08-29 03:59:14 +08:00
//-------------------------------------------------------------------------
2018-08-29 21:15:36 +08:00
// WIDGETS: Drags
// - DragBehaviorT<>() [Internal]
// - DragBehavior() [Internal]
// - DragScalar()
// - DragScalarN()
// - DragFloat()
// - DragFloat2()
// - DragFloat3()
// - DragFloat4()
// - DragFloatRange2()
// - DragInt()
// - DragInt2()
// - DragInt3()
// - DragInt4()
// - DragIntRange2()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Sliders
// - SliderBehaviorT<>() [Internal]
// - SliderBehavior() [Internal]
// - SliderScalar()
// - SliderScalarN()
// - SliderFloat()
// - SliderFloat2()
// - SliderFloat3()
// - SliderFloat4()
// - SliderAngle()
// - SliderInt()
// - SliderInt2()
// - SliderInt3()
// - SliderInt4()
// - VSliderScalar()
// - VSliderFloat()
// - VSliderInt()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Inputs (_excepted InputText_)
// - ImParseFormatFindStart()
// - ImParseFormatFindEnd()
// - ImParseFormatTrimDecorations()
// - ImParseFormatPrecision()
// - InputScalarAsWidgetReplacement() [Internal]
// - InputScalar()
// - InputScalarN()
// - InputFloat()
// - InputFloat2()
// - InputFloat3()
// - InputFloat4()
// - InputInt()
// - InputInt2()
// - InputInt3()
// - InputInt4()
// - InputDouble()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: InputText
// - InputText()
// - InputTextMultiline()
// - InputTextEx() [Internal]
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Color Editor / Picker
// - ColorEdit3()
// - ColorEdit4()
// - ColorPicker3()
// - RenderColorRectWithAlphaCheckerboard() [Internal]
// - ColorPicker4()
// - ColorButton()
// - SetColorEditOptions()
// - ColorTooltip() [Internal]
// - ColorEditOptionsPopup() [Internal]
// - ColorPickerOptionsPopup() [Internal]
//-------------------------------------------------------------------------
2018-08-30 21:06:05 +08:00
bool ImGui : : ColorEdit3 ( const char * label , float col [ 3 ] , ImGuiColorEditFlags flags )
{
return ColorEdit4 ( label , col , flags | ImGuiColorEditFlags_NoAlpha ) ;
}
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
bool ImGui : : ColorEdit4 ( const char * label , float col [ 4 ] , ImGuiColorEditFlags flags )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const float square_sz = GetFrameHeight ( ) ;
const float w_extra = ( flags & ImGuiColorEditFlags_NoSmallPreview ) ? 0.0f : ( square_sz + style . ItemInnerSpacing . x ) ;
const float w_items_all = CalcItemWidth ( ) - w_extra ;
const char * label_display_end = FindRenderedTextEnd ( label ) ;
BeginGroup ( ) ;
PushID ( label ) ;
// If we're not showing any slider there's no point in doing any HSV conversions
const ImGuiColorEditFlags flags_untouched = flags ;
if ( flags & ImGuiColorEditFlags_NoInputs )
flags = ( flags & ( ~ ImGuiColorEditFlags__InputsMask ) ) | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_NoOptions ;
// Context menu: display and modify options (before defaults are applied)
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
ColorEditOptionsPopup ( col , flags ) ;
// Read stored options
if ( ! ( flags & ImGuiColorEditFlags__InputsMask ) )
flags | = ( g . ColorEditOptions & ImGuiColorEditFlags__InputsMask ) ;
if ( ! ( flags & ImGuiColorEditFlags__DataTypeMask ) )
flags | = ( g . ColorEditOptions & ImGuiColorEditFlags__DataTypeMask ) ;
if ( ! ( flags & ImGuiColorEditFlags__PickerMask ) )
flags | = ( g . ColorEditOptions & ImGuiColorEditFlags__PickerMask ) ;
flags | = ( g . ColorEditOptions & ~ ( ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask ) ) ;
const bool alpha = ( flags & ImGuiColorEditFlags_NoAlpha ) = = 0 ;
const bool hdr = ( flags & ImGuiColorEditFlags_HDR ) ! = 0 ;
const int components = alpha ? 4 : 3 ;
// Convert to the formats we need
float f [ 4 ] = { col [ 0 ] , col [ 1 ] , col [ 2 ] , alpha ? col [ 3 ] : 1.0f } ;
if ( flags & ImGuiColorEditFlags_HSV )
ColorConvertRGBtoHSV ( f [ 0 ] , f [ 1 ] , f [ 2 ] , f [ 0 ] , f [ 1 ] , f [ 2 ] ) ;
int i [ 4 ] = { IM_F32_TO_INT8_UNBOUND ( f [ 0 ] ) , IM_F32_TO_INT8_UNBOUND ( f [ 1 ] ) , IM_F32_TO_INT8_UNBOUND ( f [ 2 ] ) , IM_F32_TO_INT8_UNBOUND ( f [ 3 ] ) } ;
bool value_changed = false ;
bool value_changed_as_float = false ;
if ( ( flags & ( ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV ) ) ! = 0 & & ( flags & ImGuiColorEditFlags_NoInputs ) = = 0 )
{
// RGB/HSV 0..255 Sliders
const float w_item_one = ImMax ( 1.0f , ( float ) ( int ) ( ( w_items_all - ( style . ItemInnerSpacing . x ) * ( components - 1 ) ) / ( float ) components ) ) ;
const float w_item_last = ImMax ( 1.0f , ( float ) ( int ) ( w_items_all - ( w_item_one + style . ItemInnerSpacing . x ) * ( components - 1 ) ) ) ;
const bool hide_prefix = ( w_item_one < = CalcTextSize ( ( flags & ImGuiColorEditFlags_Float ) ? " M:0.000 " : " M:000 " ) . x ) ;
const char * ids [ 4 ] = { " ##X " , " ##Y " , " ##Z " , " ##W " } ;
const char * fmt_table_int [ 3 ] [ 4 ] =
{
{ " %3d " , " %3d " , " %3d " , " %3d " } , // Short display
{ " R:%3d " , " G:%3d " , " B:%3d " , " A:%3d " } , // Long display for RGBA
{ " H:%3d " , " S:%3d " , " V:%3d " , " A:%3d " } // Long display for HSVA
} ;
const char * fmt_table_float [ 3 ] [ 4 ] =
{
{ " %0.3f " , " %0.3f " , " %0.3f " , " %0.3f " } , // Short display
{ " R:%0.3f " , " G:%0.3f " , " B:%0.3f " , " A:%0.3f " } , // Long display for RGBA
{ " H:%0.3f " , " S:%0.3f " , " V:%0.3f " , " A:%0.3f " } // Long display for HSVA
} ;
const int fmt_idx = hide_prefix ? 0 : ( flags & ImGuiColorEditFlags_HSV ) ? 2 : 1 ;
PushItemWidth ( w_item_one ) ;
for ( int n = 0 ; n < components ; n + + )
{
if ( n > 0 )
SameLine ( 0 , style . ItemInnerSpacing . x ) ;
if ( n + 1 = = components )
PushItemWidth ( w_item_last ) ;
if ( flags & ImGuiColorEditFlags_Float )
value_changed = value_changed_as_float = value_changed | DragFloat ( ids [ n ] , & f [ n ] , 1.0f / 255.0f , 0.0f , hdr ? 0.0f : 1.0f , fmt_table_float [ fmt_idx ] [ n ] ) ;
else
value_changed | = DragInt ( ids [ n ] , & i [ n ] , 1.0f , 0 , hdr ? 0 : 255 , fmt_table_int [ fmt_idx ] [ n ] ) ;
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
OpenPopupOnItemClick ( " context " ) ;
}
PopItemWidth ( ) ;
PopItemWidth ( ) ;
}
else if ( ( flags & ImGuiColorEditFlags_HEX ) ! = 0 & & ( flags & ImGuiColorEditFlags_NoInputs ) = = 0 )
{
// RGB Hexadecimal Input
char buf [ 64 ] ;
if ( alpha )
ImFormatString ( buf , IM_ARRAYSIZE ( buf ) , " #%02X%02X%02X%02X " , ImClamp ( i [ 0 ] , 0 , 255 ) , ImClamp ( i [ 1 ] , 0 , 255 ) , ImClamp ( i [ 2 ] , 0 , 255 ) , ImClamp ( i [ 3 ] , 0 , 255 ) ) ;
else
ImFormatString ( buf , IM_ARRAYSIZE ( buf ) , " #%02X%02X%02X " , ImClamp ( i [ 0 ] , 0 , 255 ) , ImClamp ( i [ 1 ] , 0 , 255 ) , ImClamp ( i [ 2 ] , 0 , 255 ) ) ;
PushItemWidth ( w_items_all ) ;
if ( InputText ( " ##Text " , buf , IM_ARRAYSIZE ( buf ) , ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase ) )
{
value_changed = true ;
char * p = buf ;
while ( * p = = ' # ' | | ImCharIsBlankA ( * p ) )
p + + ;
i [ 0 ] = i [ 1 ] = i [ 2 ] = i [ 3 ] = 0 ;
if ( alpha )
sscanf ( p , " %02X%02X%02X%02X " , ( unsigned int * ) & i [ 0 ] , ( unsigned int * ) & i [ 1 ] , ( unsigned int * ) & i [ 2 ] , ( unsigned int * ) & i [ 3 ] ) ; // Treat at unsigned (%X is unsigned)
else
sscanf ( p , " %02X%02X%02X " , ( unsigned int * ) & i [ 0 ] , ( unsigned int * ) & i [ 1 ] , ( unsigned int * ) & i [ 2 ] ) ;
}
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
OpenPopupOnItemClick ( " context " ) ;
PopItemWidth ( ) ;
}
ImGuiWindow * picker_active_window = NULL ;
if ( ! ( flags & ImGuiColorEditFlags_NoSmallPreview ) )
{
if ( ! ( flags & ImGuiColorEditFlags_NoInputs ) )
SameLine ( 0 , style . ItemInnerSpacing . x ) ;
const ImVec4 col_v4 ( col [ 0 ] , col [ 1 ] , col [ 2 ] , alpha ? col [ 3 ] : 1.0f ) ;
if ( ColorButton ( " ##ColorButton " , col_v4 , flags ) )
{
if ( ! ( flags & ImGuiColorEditFlags_NoPicker ) )
{
// Store current color and open a picker
g . ColorPickerRef = col_v4 ;
OpenPopup ( " picker " ) ;
SetNextWindowPos ( window - > DC . LastItemRect . GetBL ( ) + ImVec2 ( - 1 , style . ItemSpacing . y ) ) ;
}
}
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
OpenPopupOnItemClick ( " context " ) ;
if ( BeginPopup ( " picker " ) )
{
picker_active_window = g . CurrentWindow ;
if ( label ! = label_display_end )
{
TextUnformatted ( label , label_display_end ) ;
Separator ( ) ;
}
ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar ;
ImGuiColorEditFlags picker_flags = ( flags_untouched & picker_flags_to_forward ) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf ;
PushItemWidth ( square_sz * 12.0f ) ; // Use 256 + bar sizes?
value_changed | = ColorPicker4 ( " ##picker " , col , picker_flags , & g . ColorPickerRef . x ) ;
PopItemWidth ( ) ;
EndPopup ( ) ;
}
}
if ( label ! = label_display_end & & ! ( flags & ImGuiColorEditFlags_NoLabel ) )
{
SameLine ( 0 , style . ItemInnerSpacing . x ) ;
TextUnformatted ( label , label_display_end ) ;
}
// Convert back
if ( picker_active_window = = NULL )
{
if ( ! value_changed_as_float )
for ( int n = 0 ; n < 4 ; n + + )
f [ n ] = i [ n ] / 255.0f ;
if ( flags & ImGuiColorEditFlags_HSV )
ColorConvertHSVtoRGB ( f [ 0 ] , f [ 1 ] , f [ 2 ] , f [ 0 ] , f [ 1 ] , f [ 2 ] ) ;
if ( value_changed )
{
col [ 0 ] = f [ 0 ] ;
col [ 1 ] = f [ 1 ] ;
col [ 2 ] = f [ 2 ] ;
if ( alpha )
col [ 3 ] = f [ 3 ] ;
}
}
PopID ( ) ;
EndGroup ( ) ;
// Drag and Drop Target
// NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
if ( ( window - > DC . LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect ) & & ! ( flags & ImGuiColorEditFlags_NoDragDrop ) & & BeginDragDropTarget ( ) )
{
if ( const ImGuiPayload * payload = AcceptDragDropPayload ( IMGUI_PAYLOAD_TYPE_COLOR_3F ) )
{
memcpy ( ( float * ) col , payload - > Data , sizeof ( float ) * 3 ) ;
value_changed = true ;
}
if ( const ImGuiPayload * payload = AcceptDragDropPayload ( IMGUI_PAYLOAD_TYPE_COLOR_4F ) )
{
memcpy ( ( float * ) col , payload - > Data , sizeof ( float ) * components ) ;
value_changed = true ;
}
EndDragDropTarget ( ) ;
}
// When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
if ( picker_active_window & & g . ActiveId ! = 0 & & g . ActiveIdWindow = = picker_active_window )
window - > DC . LastItemId = g . ActiveId ;
if ( value_changed )
MarkItemEdited ( window - > DC . LastItemId ) ;
return value_changed ;
}
bool ImGui : : ColorPicker3 ( const char * label , float col [ 3 ] , ImGuiColorEditFlags flags )
{
float col4 [ 4 ] = { col [ 0 ] , col [ 1 ] , col [ 2 ] , 1.0f } ;
if ( ! ColorPicker4 ( label , col4 , flags | ImGuiColorEditFlags_NoAlpha ) )
return false ;
col [ 0 ] = col4 [ 0 ] ; col [ 1 ] = col4 [ 1 ] ; col [ 2 ] = col4 [ 2 ] ;
return true ;
}
static inline ImU32 ImAlphaBlendColor ( ImU32 col_a , ImU32 col_b )
{
float t = ( ( col_b > > IM_COL32_A_SHIFT ) & 0xFF ) / 255.f ;
int r = ImLerp ( ( int ) ( col_a > > IM_COL32_R_SHIFT ) & 0xFF , ( int ) ( col_b > > IM_COL32_R_SHIFT ) & 0xFF , t ) ;
int g = ImLerp ( ( int ) ( col_a > > IM_COL32_G_SHIFT ) & 0xFF , ( int ) ( col_b > > IM_COL32_G_SHIFT ) & 0xFF , t ) ;
int b = ImLerp ( ( int ) ( col_a > > IM_COL32_B_SHIFT ) & 0xFF , ( int ) ( col_b > > IM_COL32_B_SHIFT ) & 0xFF , t ) ;
return IM_COL32 ( r , g , b , 0xFF ) ;
}
// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
void ImGui : : RenderColorRectWithAlphaCheckerboard ( ImVec2 p_min , ImVec2 p_max , ImU32 col , float grid_step , ImVec2 grid_off , float rounding , int rounding_corners_flags )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( ( ( col & IM_COL32_A_MASK ) > > IM_COL32_A_SHIFT ) < 0xFF )
{
ImU32 col_bg1 = GetColorU32 ( ImAlphaBlendColor ( IM_COL32 ( 204 , 204 , 204 , 255 ) , col ) ) ;
ImU32 col_bg2 = GetColorU32 ( ImAlphaBlendColor ( IM_COL32 ( 128 , 128 , 128 , 255 ) , col ) ) ;
window - > DrawList - > AddRectFilled ( p_min , p_max , col_bg1 , rounding , rounding_corners_flags ) ;
int yi = 0 ;
for ( float y = p_min . y + grid_off . y ; y < p_max . y ; y + = grid_step , yi + + )
{
float y1 = ImClamp ( y , p_min . y , p_max . y ) , y2 = ImMin ( y + grid_step , p_max . y ) ;
if ( y2 < = y1 )
continue ;
for ( float x = p_min . x + grid_off . x + ( yi & 1 ) * grid_step ; x < p_max . x ; x + = grid_step * 2.0f )
{
float x1 = ImClamp ( x , p_min . x , p_max . x ) , x2 = ImMin ( x + grid_step , p_max . x ) ;
if ( x2 < = x1 )
continue ;
int rounding_corners_flags_cell = 0 ;
if ( y1 < = p_min . y ) { if ( x1 < = p_min . x ) rounding_corners_flags_cell | = ImDrawCornerFlags_TopLeft ; if ( x2 > = p_max . x ) rounding_corners_flags_cell | = ImDrawCornerFlags_TopRight ; }
if ( y2 > = p_max . y ) { if ( x1 < = p_min . x ) rounding_corners_flags_cell | = ImDrawCornerFlags_BotLeft ; if ( x2 > = p_max . x ) rounding_corners_flags_cell | = ImDrawCornerFlags_BotRight ; }
rounding_corners_flags_cell & = rounding_corners_flags ;
window - > DrawList - > AddRectFilled ( ImVec2 ( x1 , y1 ) , ImVec2 ( x2 , y2 ) , col_bg2 , rounding_corners_flags_cell ? rounding : 0.0f , rounding_corners_flags_cell ) ;
}
}
}
else
{
window - > DrawList - > AddRectFilled ( p_min , p_max , col , rounding , rounding_corners_flags ) ;
}
}
// Helper for ColorPicker4()
static void RenderArrowsForVerticalBar ( ImDrawList * draw_list , ImVec2 pos , ImVec2 half_sz , float bar_w )
{
ImGui : : RenderArrowPointingAt ( draw_list , ImVec2 ( pos . x + half_sz . x + 1 , pos . y ) , ImVec2 ( half_sz . x + 2 , half_sz . y + 1 ) , ImGuiDir_Right , IM_COL32_BLACK ) ;
ImGui : : RenderArrowPointingAt ( draw_list , ImVec2 ( pos . x + half_sz . x , pos . y ) , half_sz , ImGuiDir_Right , IM_COL32_WHITE ) ;
ImGui : : RenderArrowPointingAt ( draw_list , ImVec2 ( pos . x + bar_w - half_sz . x - 1 , pos . y ) , ImVec2 ( half_sz . x + 2 , half_sz . y + 1 ) , ImGuiDir_Left , IM_COL32_BLACK ) ;
ImGui : : RenderArrowPointingAt ( draw_list , ImVec2 ( pos . x + bar_w - half_sz . x , pos . y ) , half_sz , ImGuiDir_Left , IM_COL32_WHITE ) ;
}
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
bool ImGui : : ColorPicker4 ( const char * label , float col [ 4 ] , ImGuiColorEditFlags flags , const float * ref_col )
{
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = GetCurrentWindow ( ) ;
ImDrawList * draw_list = window - > DrawList ;
ImGuiStyle & style = g . Style ;
ImGuiIO & io = g . IO ;
PushID ( label ) ;
BeginGroup ( ) ;
if ( ! ( flags & ImGuiColorEditFlags_NoSidePreview ) )
flags | = ImGuiColorEditFlags_NoSmallPreview ;
// Context menu: display and store options.
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
ColorPickerOptionsPopup ( col , flags ) ;
// Read stored options
if ( ! ( flags & ImGuiColorEditFlags__PickerMask ) )
flags | = ( ( g . ColorEditOptions & ImGuiColorEditFlags__PickerMask ) ? g . ColorEditOptions : ImGuiColorEditFlags__OptionsDefault ) & ImGuiColorEditFlags__PickerMask ;
IM_ASSERT ( ImIsPowerOfTwo ( ( int ) ( flags & ImGuiColorEditFlags__PickerMask ) ) ) ; // Check that only 1 is selected
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
flags | = ( g . ColorEditOptions & ImGuiColorEditFlags_AlphaBar ) ;
// Setup
int components = ( flags & ImGuiColorEditFlags_NoAlpha ) ? 3 : 4 ;
bool alpha_bar = ( flags & ImGuiColorEditFlags_AlphaBar ) & & ! ( flags & ImGuiColorEditFlags_NoAlpha ) ;
ImVec2 picker_pos = window - > DC . CursorPos ;
float square_sz = GetFrameHeight ( ) ;
float bars_width = square_sz ; // Arbitrary smallish width of Hue/Alpha picking bars
float sv_picker_size = ImMax ( bars_width * 1 , CalcItemWidth ( ) - ( alpha_bar ? 2 : 1 ) * ( bars_width + style . ItemInnerSpacing . x ) ) ; // Saturation/Value picking box
float bar0_pos_x = picker_pos . x + sv_picker_size + style . ItemInnerSpacing . x ;
float bar1_pos_x = bar0_pos_x + bars_width + style . ItemInnerSpacing . x ;
float bars_triangles_half_sz = ( float ) ( int ) ( bars_width * 0.20f ) ;
float backup_initial_col [ 4 ] ;
memcpy ( backup_initial_col , col , components * sizeof ( float ) ) ;
float wheel_thickness = sv_picker_size * 0.08f ;
float wheel_r_outer = sv_picker_size * 0.50f ;
float wheel_r_inner = wheel_r_outer - wheel_thickness ;
ImVec2 wheel_center ( picker_pos . x + ( sv_picker_size + bars_width ) * 0.5f , picker_pos . y + sv_picker_size * 0.5f ) ;
// Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
float triangle_r = wheel_r_inner - ( int ) ( sv_picker_size * 0.027f ) ;
ImVec2 triangle_pa = ImVec2 ( triangle_r , 0.0f ) ; // Hue point.
ImVec2 triangle_pb = ImVec2 ( triangle_r * - 0.5f , triangle_r * - 0.866025f ) ; // Black point.
ImVec2 triangle_pc = ImVec2 ( triangle_r * - 0.5f , triangle_r * + 0.866025f ) ; // White point.
float H , S , V ;
ColorConvertRGBtoHSV ( col [ 0 ] , col [ 1 ] , col [ 2 ] , H , S , V ) ;
bool value_changed = false , value_changed_h = false , value_changed_sv = false ;
PushItemFlag ( ImGuiItemFlags_NoNav , true ) ;
if ( flags & ImGuiColorEditFlags_PickerHueWheel )
{
// Hue wheel + SV triangle logic
InvisibleButton ( " hsv " , ImVec2 ( sv_picker_size + style . ItemInnerSpacing . x + bars_width , sv_picker_size ) ) ;
if ( IsItemActive ( ) )
{
ImVec2 initial_off = g . IO . MouseClickedPos [ 0 ] - wheel_center ;
ImVec2 current_off = g . IO . MousePos - wheel_center ;
float initial_dist2 = ImLengthSqr ( initial_off ) ;
if ( initial_dist2 > = ( wheel_r_inner - 1 ) * ( wheel_r_inner - 1 ) & & initial_dist2 < = ( wheel_r_outer + 1 ) * ( wheel_r_outer + 1 ) )
{
// Interactive with Hue wheel
H = ImAtan2 ( current_off . y , current_off . x ) / IM_PI * 0.5f ;
if ( H < 0.0f )
H + = 1.0f ;
value_changed = value_changed_h = true ;
}
float cos_hue_angle = ImCos ( - H * 2.0f * IM_PI ) ;
float sin_hue_angle = ImSin ( - H * 2.0f * IM_PI ) ;
if ( ImTriangleContainsPoint ( triangle_pa , triangle_pb , triangle_pc , ImRotate ( initial_off , cos_hue_angle , sin_hue_angle ) ) )
{
// Interacting with SV triangle
ImVec2 current_off_unrotated = ImRotate ( current_off , cos_hue_angle , sin_hue_angle ) ;
if ( ! ImTriangleContainsPoint ( triangle_pa , triangle_pb , triangle_pc , current_off_unrotated ) )
current_off_unrotated = ImTriangleClosestPoint ( triangle_pa , triangle_pb , triangle_pc , current_off_unrotated ) ;
float uu , vv , ww ;
ImTriangleBarycentricCoords ( triangle_pa , triangle_pb , triangle_pc , current_off_unrotated , uu , vv , ww ) ;
V = ImClamp ( 1.0f - vv , 0.0001f , 1.0f ) ;
S = ImClamp ( uu / V , 0.0001f , 1.0f ) ;
value_changed = value_changed_sv = true ;
}
}
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
OpenPopupOnItemClick ( " context " ) ;
}
else if ( flags & ImGuiColorEditFlags_PickerHueBar )
{
// SV rectangle logic
InvisibleButton ( " sv " , ImVec2 ( sv_picker_size , sv_picker_size ) ) ;
if ( IsItemActive ( ) )
{
S = ImSaturate ( ( io . MousePos . x - picker_pos . x ) / ( sv_picker_size - 1 ) ) ;
V = 1.0f - ImSaturate ( ( io . MousePos . y - picker_pos . y ) / ( sv_picker_size - 1 ) ) ;
value_changed = value_changed_sv = true ;
}
if ( ! ( flags & ImGuiColorEditFlags_NoOptions ) )
OpenPopupOnItemClick ( " context " ) ;
// Hue bar logic
SetCursorScreenPos ( ImVec2 ( bar0_pos_x , picker_pos . y ) ) ;
InvisibleButton ( " hue " , ImVec2 ( bars_width , sv_picker_size ) ) ;
if ( IsItemActive ( ) )
{
H = ImSaturate ( ( io . MousePos . y - picker_pos . y ) / ( sv_picker_size - 1 ) ) ;
value_changed = value_changed_h = true ;
}
}
// Alpha bar logic
if ( alpha_bar )
{
SetCursorScreenPos ( ImVec2 ( bar1_pos_x , picker_pos . y ) ) ;
InvisibleButton ( " alpha " , ImVec2 ( bars_width , sv_picker_size ) ) ;
if ( IsItemActive ( ) )
{
col [ 3 ] = 1.0f - ImSaturate ( ( io . MousePos . y - picker_pos . y ) / ( sv_picker_size - 1 ) ) ;
value_changed = true ;
}
}
PopItemFlag ( ) ; // ImGuiItemFlags_NoNav
if ( ! ( flags & ImGuiColorEditFlags_NoSidePreview ) )
{
SameLine ( 0 , style . ItemInnerSpacing . x ) ;
BeginGroup ( ) ;
}
if ( ! ( flags & ImGuiColorEditFlags_NoLabel ) )
{
const char * label_display_end = FindRenderedTextEnd ( label ) ;
if ( label ! = label_display_end )
{
if ( ( flags & ImGuiColorEditFlags_NoSidePreview ) )
SameLine ( 0 , style . ItemInnerSpacing . x ) ;
TextUnformatted ( label , label_display_end ) ;
}
}
if ( ! ( flags & ImGuiColorEditFlags_NoSidePreview ) )
{
PushItemFlag ( ImGuiItemFlags_NoNavDefaultFocus , true ) ;
ImVec4 col_v4 ( col [ 0 ] , col [ 1 ] , col [ 2 ] , ( flags & ImGuiColorEditFlags_NoAlpha ) ? 1.0f : col [ 3 ] ) ;
if ( ( flags & ImGuiColorEditFlags_NoLabel ) )
Text ( " Current " ) ;
ColorButton ( " ##current " , col_v4 , ( flags & ( ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip ) ) , ImVec2 ( square_sz * 3 , square_sz * 2 ) ) ;
if ( ref_col ! = NULL )
{
Text ( " Original " ) ;
ImVec4 ref_col_v4 ( ref_col [ 0 ] , ref_col [ 1 ] , ref_col [ 2 ] , ( flags & ImGuiColorEditFlags_NoAlpha ) ? 1.0f : ref_col [ 3 ] ) ;
if ( ColorButton ( " ##original " , ref_col_v4 , ( flags & ( ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip ) ) , ImVec2 ( square_sz * 3 , square_sz * 2 ) ) )
{
memcpy ( col , ref_col , components * sizeof ( float ) ) ;
value_changed = true ;
}
}
PopItemFlag ( ) ;
EndGroup ( ) ;
}
// Convert back color to RGB
if ( value_changed_h | | value_changed_sv )
ColorConvertHSVtoRGB ( H > = 1.0f ? H - 10 * 1e-6 f : H , S > 0.0f ? S : 10 * 1e-6 f , V > 0.0f ? V : 1e-6 f , col [ 0 ] , col [ 1 ] , col [ 2 ] ) ;
// R,G,B and H,S,V slider color editor
bool value_changed_fix_hue_wrap = false ;
if ( ( flags & ImGuiColorEditFlags_NoInputs ) = = 0 )
{
PushItemWidth ( ( alpha_bar ? bar1_pos_x : bar0_pos_x ) + bars_width - picker_pos . x ) ;
ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf ;
ImGuiColorEditFlags sub_flags = ( flags & sub_flags_to_forward ) | ImGuiColorEditFlags_NoPicker ;
if ( flags & ImGuiColorEditFlags_RGB | | ( flags & ImGuiColorEditFlags__InputsMask ) = = 0 )
if ( ColorEdit4 ( " ##rgb " , col , sub_flags | ImGuiColorEditFlags_RGB ) )
{
// FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
// For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
value_changed_fix_hue_wrap = ( g . ActiveId ! = 0 & & ! g . ActiveIdAllowOverlap ) ;
value_changed = true ;
}
if ( flags & ImGuiColorEditFlags_HSV | | ( flags & ImGuiColorEditFlags__InputsMask ) = = 0 )
value_changed | = ColorEdit4 ( " ##hsv " , col , sub_flags | ImGuiColorEditFlags_HSV ) ;
if ( flags & ImGuiColorEditFlags_HEX | | ( flags & ImGuiColorEditFlags__InputsMask ) = = 0 )
value_changed | = ColorEdit4 ( " ##hex " , col , sub_flags | ImGuiColorEditFlags_HEX ) ;
PopItemWidth ( ) ;
}
// Try to cancel hue wrap (after ColorEdit4 call), if any
if ( value_changed_fix_hue_wrap )
{
float new_H , new_S , new_V ;
ColorConvertRGBtoHSV ( col [ 0 ] , col [ 1 ] , col [ 2 ] , new_H , new_S , new_V ) ;
if ( new_H < = 0 & & H > 0 )
{
if ( new_V < = 0 & & V ! = new_V )
ColorConvertHSVtoRGB ( H , S , new_V < = 0 ? V * 0.5f : new_V , col [ 0 ] , col [ 1 ] , col [ 2 ] ) ;
else if ( new_S < = 0 )
ColorConvertHSVtoRGB ( H , new_S < = 0 ? S * 0.5f : new_S , new_V , col [ 0 ] , col [ 1 ] , col [ 2 ] ) ;
}
}
ImVec4 hue_color_f ( 1 , 1 , 1 , 1 ) ; ColorConvertHSVtoRGB ( H , 1 , 1 , hue_color_f . x , hue_color_f . y , hue_color_f . z ) ;
ImU32 hue_color32 = ColorConvertFloat4ToU32 ( hue_color_f ) ;
ImU32 col32_no_alpha = ColorConvertFloat4ToU32 ( ImVec4 ( col [ 0 ] , col [ 1 ] , col [ 2 ] , 1.0f ) ) ;
const ImU32 hue_colors [ 6 + 1 ] = { IM_COL32 ( 255 , 0 , 0 , 255 ) , IM_COL32 ( 255 , 255 , 0 , 255 ) , IM_COL32 ( 0 , 255 , 0 , 255 ) , IM_COL32 ( 0 , 255 , 255 , 255 ) , IM_COL32 ( 0 , 0 , 255 , 255 ) , IM_COL32 ( 255 , 0 , 255 , 255 ) , IM_COL32 ( 255 , 0 , 0 , 255 ) } ;
ImVec2 sv_cursor_pos ;
if ( flags & ImGuiColorEditFlags_PickerHueWheel )
{
// Render Hue Wheel
const float aeps = 1.5f / wheel_r_outer ; // Half a pixel arc length in radians (2pi cancels out).
const int segment_per_arc = ImMax ( 4 , ( int ) wheel_r_outer / 12 ) ;
for ( int n = 0 ; n < 6 ; n + + )
{
const float a0 = ( n ) / 6.0f * 2.0f * IM_PI - aeps ;
const float a1 = ( n + 1.0f ) / 6.0f * 2.0f * IM_PI + aeps ;
const int vert_start_idx = draw_list - > VtxBuffer . Size ;
draw_list - > PathArcTo ( wheel_center , ( wheel_r_inner + wheel_r_outer ) * 0.5f , a0 , a1 , segment_per_arc ) ;
draw_list - > PathStroke ( IM_COL32_WHITE , false , wheel_thickness ) ;
const int vert_end_idx = draw_list - > VtxBuffer . Size ;
// Paint colors over existing vertices
ImVec2 gradient_p0 ( wheel_center . x + ImCos ( a0 ) * wheel_r_inner , wheel_center . y + ImSin ( a0 ) * wheel_r_inner ) ;
ImVec2 gradient_p1 ( wheel_center . x + ImCos ( a1 ) * wheel_r_inner , wheel_center . y + ImSin ( a1 ) * wheel_r_inner ) ;
ShadeVertsLinearColorGradientKeepAlpha ( draw_list , vert_start_idx , vert_end_idx , gradient_p0 , gradient_p1 , hue_colors [ n ] , hue_colors [ n + 1 ] ) ;
}
// Render Cursor + preview on Hue Wheel
float cos_hue_angle = ImCos ( H * 2.0f * IM_PI ) ;
float sin_hue_angle = ImSin ( H * 2.0f * IM_PI ) ;
ImVec2 hue_cursor_pos ( wheel_center . x + cos_hue_angle * ( wheel_r_inner + wheel_r_outer ) * 0.5f , wheel_center . y + sin_hue_angle * ( wheel_r_inner + wheel_r_outer ) * 0.5f ) ;
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f ;
int hue_cursor_segments = ImClamp ( ( int ) ( hue_cursor_rad / 1.4f ) , 9 , 32 ) ;
draw_list - > AddCircleFilled ( hue_cursor_pos , hue_cursor_rad , hue_color32 , hue_cursor_segments ) ;
draw_list - > AddCircle ( hue_cursor_pos , hue_cursor_rad + 1 , IM_COL32 ( 128 , 128 , 128 , 255 ) , hue_cursor_segments ) ;
draw_list - > AddCircle ( hue_cursor_pos , hue_cursor_rad , IM_COL32_WHITE , hue_cursor_segments ) ;
// Render SV triangle (rotated according to hue)
ImVec2 tra = wheel_center + ImRotate ( triangle_pa , cos_hue_angle , sin_hue_angle ) ;
ImVec2 trb = wheel_center + ImRotate ( triangle_pb , cos_hue_angle , sin_hue_angle ) ;
ImVec2 trc = wheel_center + ImRotate ( triangle_pc , cos_hue_angle , sin_hue_angle ) ;
ImVec2 uv_white = GetFontTexUvWhitePixel ( ) ;
draw_list - > PrimReserve ( 6 , 6 ) ;
draw_list - > PrimVtx ( tra , uv_white , hue_color32 ) ;
draw_list - > PrimVtx ( trb , uv_white , hue_color32 ) ;
draw_list - > PrimVtx ( trc , uv_white , IM_COL32_WHITE ) ;
draw_list - > PrimVtx ( tra , uv_white , IM_COL32_BLACK_TRANS ) ;
draw_list - > PrimVtx ( trb , uv_white , IM_COL32_BLACK ) ;
draw_list - > PrimVtx ( trc , uv_white , IM_COL32_BLACK_TRANS ) ;
draw_list - > AddTriangle ( tra , trb , trc , IM_COL32 ( 128 , 128 , 128 , 255 ) , 1.5f ) ;
sv_cursor_pos = ImLerp ( ImLerp ( trc , tra , ImSaturate ( S ) ) , trb , ImSaturate ( 1 - V ) ) ;
}
else if ( flags & ImGuiColorEditFlags_PickerHueBar )
{
// Render SV Square
draw_list - > AddRectFilledMultiColor ( picker_pos , picker_pos + ImVec2 ( sv_picker_size , sv_picker_size ) , IM_COL32_WHITE , hue_color32 , hue_color32 , IM_COL32_WHITE ) ;
draw_list - > AddRectFilledMultiColor ( picker_pos , picker_pos + ImVec2 ( sv_picker_size , sv_picker_size ) , IM_COL32_BLACK_TRANS , IM_COL32_BLACK_TRANS , IM_COL32_BLACK , IM_COL32_BLACK ) ;
RenderFrameBorder ( picker_pos , picker_pos + ImVec2 ( sv_picker_size , sv_picker_size ) , 0.0f ) ;
sv_cursor_pos . x = ImClamp ( ( float ) ( int ) ( picker_pos . x + ImSaturate ( S ) * sv_picker_size + 0.5f ) , picker_pos . x + 2 , picker_pos . x + sv_picker_size - 2 ) ; // Sneakily prevent the circle to stick out too much
sv_cursor_pos . y = ImClamp ( ( float ) ( int ) ( picker_pos . y + ImSaturate ( 1 - V ) * sv_picker_size + 0.5f ) , picker_pos . y + 2 , picker_pos . y + sv_picker_size - 2 ) ;
// Render Hue Bar
for ( int i = 0 ; i < 6 ; + + i )
draw_list - > AddRectFilledMultiColor ( ImVec2 ( bar0_pos_x , picker_pos . y + i * ( sv_picker_size / 6 ) ) , ImVec2 ( bar0_pos_x + bars_width , picker_pos . y + ( i + 1 ) * ( sv_picker_size / 6 ) ) , hue_colors [ i ] , hue_colors [ i ] , hue_colors [ i + 1 ] , hue_colors [ i + 1 ] ) ;
float bar0_line_y = ( float ) ( int ) ( picker_pos . y + H * sv_picker_size + 0.5f ) ;
RenderFrameBorder ( ImVec2 ( bar0_pos_x , picker_pos . y ) , ImVec2 ( bar0_pos_x + bars_width , picker_pos . y + sv_picker_size ) , 0.0f ) ;
RenderArrowsForVerticalBar ( draw_list , ImVec2 ( bar0_pos_x - 1 , bar0_line_y ) , ImVec2 ( bars_triangles_half_sz + 1 , bars_triangles_half_sz ) , bars_width + 2.0f ) ;
}
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f ;
draw_list - > AddCircleFilled ( sv_cursor_pos , sv_cursor_rad , col32_no_alpha , 12 ) ;
draw_list - > AddCircle ( sv_cursor_pos , sv_cursor_rad + 1 , IM_COL32 ( 128 , 128 , 128 , 255 ) , 12 ) ;
draw_list - > AddCircle ( sv_cursor_pos , sv_cursor_rad , IM_COL32_WHITE , 12 ) ;
// Render alpha bar
if ( alpha_bar )
{
float alpha = ImSaturate ( col [ 3 ] ) ;
ImRect bar1_bb ( bar1_pos_x , picker_pos . y , bar1_pos_x + bars_width , picker_pos . y + sv_picker_size ) ;
RenderColorRectWithAlphaCheckerboard ( bar1_bb . Min , bar1_bb . Max , IM_COL32 ( 0 , 0 , 0 , 0 ) , bar1_bb . GetWidth ( ) / 2.0f , ImVec2 ( 0.0f , 0.0f ) ) ;
draw_list - > AddRectFilledMultiColor ( bar1_bb . Min , bar1_bb . Max , col32_no_alpha , col32_no_alpha , col32_no_alpha & ~ IM_COL32_A_MASK , col32_no_alpha & ~ IM_COL32_A_MASK ) ;
float bar1_line_y = ( float ) ( int ) ( picker_pos . y + ( 1.0f - alpha ) * sv_picker_size + 0.5f ) ;
RenderFrameBorder ( bar1_bb . Min , bar1_bb . Max , 0.0f ) ;
RenderArrowsForVerticalBar ( draw_list , ImVec2 ( bar1_pos_x - 1 , bar1_line_y ) , ImVec2 ( bars_triangles_half_sz + 1 , bars_triangles_half_sz ) , bars_width + 2.0f ) ;
}
EndGroup ( ) ;
if ( value_changed & & memcmp ( backup_initial_col , col , components * sizeof ( float ) ) = = 0 )
value_changed = false ;
if ( value_changed )
MarkItemEdited ( window - > DC . LastItemId ) ;
PopID ( ) ;
return value_changed ;
}
// A little colored square. Return true when clicked.
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
bool ImGui : : ColorButton ( const char * desc_id , const ImVec4 & col , ImGuiColorEditFlags flags , ImVec2 size )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiID id = window - > GetID ( desc_id ) ;
float default_size = GetFrameHeight ( ) ;
if ( size . x = = 0.0f )
size . x = default_size ;
if ( size . y = = 0.0f )
size . y = default_size ;
const ImRect bb ( window - > DC . CursorPos , window - > DC . CursorPos + size ) ;
ItemSize ( bb , ( size . y > = default_size ) ? g . Style . FramePadding . y : 0.0f ) ;
if ( ! ItemAdd ( bb , id ) )
return false ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held ) ;
if ( flags & ImGuiColorEditFlags_NoAlpha )
flags & = ~ ( ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf ) ;
ImVec4 col_without_alpha ( col . x , col . y , col . z , 1.0f ) ;
float grid_step = ImMin ( size . x , size . y ) / 2.99f ;
float rounding = ImMin ( g . Style . FrameRounding , grid_step * 0.5f ) ;
ImRect bb_inner = bb ;
float off = - 0.75f ; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
bb_inner . Expand ( off ) ;
if ( ( flags & ImGuiColorEditFlags_AlphaPreviewHalf ) & & col . w < 1.0f )
{
float mid_x = ( float ) ( int ) ( ( bb_inner . Min . x + bb_inner . Max . x ) * 0.5f + 0.5f ) ;
RenderColorRectWithAlphaCheckerboard ( ImVec2 ( bb_inner . Min . x + grid_step , bb_inner . Min . y ) , bb_inner . Max , GetColorU32 ( col ) , grid_step , ImVec2 ( - grid_step + off , off ) , rounding , ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight ) ;
window - > DrawList - > AddRectFilled ( bb_inner . Min , ImVec2 ( mid_x , bb_inner . Max . y ) , GetColorU32 ( col_without_alpha ) , rounding , ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft ) ;
}
else
{
// Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
ImVec4 col_source = ( flags & ImGuiColorEditFlags_AlphaPreview ) ? col : col_without_alpha ;
if ( col_source . w < 1.0f )
RenderColorRectWithAlphaCheckerboard ( bb_inner . Min , bb_inner . Max , GetColorU32 ( col_source ) , grid_step , ImVec2 ( off , off ) , rounding ) ;
else
window - > DrawList - > AddRectFilled ( bb_inner . Min , bb_inner . Max , GetColorU32 ( col_source ) , rounding , ImDrawCornerFlags_All ) ;
}
RenderNavHighlight ( bb , id ) ;
if ( g . Style . FrameBorderSize > 0.0f )
RenderFrameBorder ( bb . Min , bb . Max , rounding ) ;
else
window - > DrawList - > AddRect ( bb . Min , bb . Max , GetColorU32 ( ImGuiCol_FrameBg ) , rounding ) ; // Color button are often in need of some sort of border
// Drag and Drop Source
// NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
if ( g . ActiveId = = id & & ! ( flags & ImGuiColorEditFlags_NoDragDrop ) & & BeginDragDropSource ( ) )
{
if ( flags & ImGuiColorEditFlags_NoAlpha )
SetDragDropPayload ( IMGUI_PAYLOAD_TYPE_COLOR_3F , & col , sizeof ( float ) * 3 , ImGuiCond_Once ) ;
else
SetDragDropPayload ( IMGUI_PAYLOAD_TYPE_COLOR_4F , & col , sizeof ( float ) * 4 , ImGuiCond_Once ) ;
ColorButton ( desc_id , col , flags ) ;
SameLine ( ) ;
TextUnformatted ( " Color " ) ;
EndDragDropSource ( ) ;
}
// Tooltip
if ( ! ( flags & ImGuiColorEditFlags_NoTooltip ) & & hovered )
ColorTooltip ( desc_id , & col . x , flags & ( ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf ) ) ;
if ( pressed )
MarkItemEdited ( id ) ;
return pressed ;
}
void ImGui : : SetColorEditOptions ( ImGuiColorEditFlags flags )
{
ImGuiContext & g = * GImGui ;
if ( ( flags & ImGuiColorEditFlags__InputsMask ) = = 0 )
flags | = ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask ;
if ( ( flags & ImGuiColorEditFlags__DataTypeMask ) = = 0 )
flags | = ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask ;
if ( ( flags & ImGuiColorEditFlags__PickerMask ) = = 0 )
flags | = ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask ;
IM_ASSERT ( ImIsPowerOfTwo ( ( int ) ( flags & ImGuiColorEditFlags__InputsMask ) ) ) ; // Check only 1 option is selected
IM_ASSERT ( ImIsPowerOfTwo ( ( int ) ( flags & ImGuiColorEditFlags__DataTypeMask ) ) ) ; // Check only 1 option is selected
IM_ASSERT ( ImIsPowerOfTwo ( ( int ) ( flags & ImGuiColorEditFlags__PickerMask ) ) ) ; // Check only 1 option is selected
g . ColorEditOptions = flags ;
}
// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
void ImGui : : ColorTooltip ( const char * text , const float * col , ImGuiColorEditFlags flags )
{
ImGuiContext & g = * GImGui ;
int cr = IM_F32_TO_INT8_SAT ( col [ 0 ] ) , cg = IM_F32_TO_INT8_SAT ( col [ 1 ] ) , cb = IM_F32_TO_INT8_SAT ( col [ 2 ] ) , ca = ( flags & ImGuiColorEditFlags_NoAlpha ) ? 255 : IM_F32_TO_INT8_SAT ( col [ 3 ] ) ;
BeginTooltipEx ( 0 , true ) ;
const char * text_end = text ? FindRenderedTextEnd ( text , NULL ) : text ;
if ( text_end > text )
{
TextUnformatted ( text , text_end ) ;
Separator ( ) ;
}
ImVec2 sz ( g . FontSize * 3 + g . Style . FramePadding . y * 2 , g . FontSize * 3 + g . Style . FramePadding . y * 2 ) ;
ColorButton ( " ##preview " , ImVec4 ( col [ 0 ] , col [ 1 ] , col [ 2 ] , col [ 3 ] ) , ( flags & ( ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf ) ) | ImGuiColorEditFlags_NoTooltip , sz ) ;
SameLine ( ) ;
if ( flags & ImGuiColorEditFlags_NoAlpha )
Text ( " #%02X%02X%02X \n R: %d, G: %d, B: %d \n (%.3f, %.3f, %.3f) " , cr , cg , cb , cr , cg , cb , col [ 0 ] , col [ 1 ] , col [ 2 ] ) ;
else
Text ( " #%02X%02X%02X%02X \n R:%d, G:%d, B:%d, A:%d \n (%.3f, %.3f, %.3f, %.3f) " , cr , cg , cb , ca , cr , cg , cb , ca , col [ 0 ] , col [ 1 ] , col [ 2 ] , col [ 3 ] ) ;
EndTooltip ( ) ;
}
void ImGui : : ColorEditOptionsPopup ( const float * col , ImGuiColorEditFlags flags )
{
bool allow_opt_inputs = ! ( flags & ImGuiColorEditFlags__InputsMask ) ;
bool allow_opt_datatype = ! ( flags & ImGuiColorEditFlags__DataTypeMask ) ;
if ( ( ! allow_opt_inputs & & ! allow_opt_datatype ) | | ! BeginPopup ( " context " ) )
return ;
ImGuiContext & g = * GImGui ;
ImGuiColorEditFlags opts = g . ColorEditOptions ;
if ( allow_opt_inputs )
{
if ( RadioButton ( " RGB " , ( opts & ImGuiColorEditFlags_RGB ) ! = 0 ) ) opts = ( opts & ~ ImGuiColorEditFlags__InputsMask ) | ImGuiColorEditFlags_RGB ;
if ( RadioButton ( " HSV " , ( opts & ImGuiColorEditFlags_HSV ) ! = 0 ) ) opts = ( opts & ~ ImGuiColorEditFlags__InputsMask ) | ImGuiColorEditFlags_HSV ;
if ( RadioButton ( " HEX " , ( opts & ImGuiColorEditFlags_HEX ) ! = 0 ) ) opts = ( opts & ~ ImGuiColorEditFlags__InputsMask ) | ImGuiColorEditFlags_HEX ;
}
if ( allow_opt_datatype )
{
if ( allow_opt_inputs ) Separator ( ) ;
if ( RadioButton ( " 0..255 " , ( opts & ImGuiColorEditFlags_Uint8 ) ! = 0 ) ) opts = ( opts & ~ ImGuiColorEditFlags__DataTypeMask ) | ImGuiColorEditFlags_Uint8 ;
if ( RadioButton ( " 0.00..1.00 " , ( opts & ImGuiColorEditFlags_Float ) ! = 0 ) ) opts = ( opts & ~ ImGuiColorEditFlags__DataTypeMask ) | ImGuiColorEditFlags_Float ;
}
if ( allow_opt_inputs | | allow_opt_datatype )
Separator ( ) ;
if ( Button ( " Copy as.. " , ImVec2 ( - 1 , 0 ) ) )
OpenPopup ( " Copy " ) ;
if ( BeginPopup ( " Copy " ) )
{
int cr = IM_F32_TO_INT8_SAT ( col [ 0 ] ) , cg = IM_F32_TO_INT8_SAT ( col [ 1 ] ) , cb = IM_F32_TO_INT8_SAT ( col [ 2 ] ) , ca = ( flags & ImGuiColorEditFlags_NoAlpha ) ? 255 : IM_F32_TO_INT8_SAT ( col [ 3 ] ) ;
char buf [ 64 ] ;
ImFormatString ( buf , IM_ARRAYSIZE ( buf ) , " (%.3ff, %.3ff, %.3ff, %.3ff) " , col [ 0 ] , col [ 1 ] , col [ 2 ] , ( flags & ImGuiColorEditFlags_NoAlpha ) ? 1.0f : col [ 3 ] ) ;
if ( Selectable ( buf ) )
SetClipboardText ( buf ) ;
ImFormatString ( buf , IM_ARRAYSIZE ( buf ) , " (%d,%d,%d,%d) " , cr , cg , cb , ca ) ;
if ( Selectable ( buf ) )
SetClipboardText ( buf ) ;
if ( flags & ImGuiColorEditFlags_NoAlpha )
ImFormatString ( buf , IM_ARRAYSIZE ( buf ) , " 0x%02X%02X%02X " , cr , cg , cb ) ;
else
ImFormatString ( buf , IM_ARRAYSIZE ( buf ) , " 0x%02X%02X%02X%02X " , cr , cg , cb , ca ) ;
if ( Selectable ( buf ) )
SetClipboardText ( buf ) ;
EndPopup ( ) ;
}
g . ColorEditOptions = opts ;
EndPopup ( ) ;
}
void ImGui : : ColorPickerOptionsPopup ( const float * ref_col , ImGuiColorEditFlags flags )
{
bool allow_opt_picker = ! ( flags & ImGuiColorEditFlags__PickerMask ) ;
bool allow_opt_alpha_bar = ! ( flags & ImGuiColorEditFlags_NoAlpha ) & & ! ( flags & ImGuiColorEditFlags_AlphaBar ) ;
if ( ( ! allow_opt_picker & & ! allow_opt_alpha_bar ) | | ! ImGui : : BeginPopup ( " context " ) )
return ;
ImGuiContext & g = * GImGui ;
if ( allow_opt_picker )
{
ImVec2 picker_size ( g . FontSize * 8 , ImMax ( g . FontSize * 8 - ( ImGui : : GetFrameHeight ( ) + g . Style . ItemInnerSpacing . x ) , 1.0f ) ) ; // FIXME: Picker size copied from main picker function
ImGui : : PushItemWidth ( picker_size . x ) ;
for ( int picker_type = 0 ; picker_type < 2 ; picker_type + + )
{
// Draw small/thumbnail version of each picker type (over an invisible button for selection)
if ( picker_type > 0 ) ImGui : : Separator ( ) ;
ImGui : : PushID ( picker_type ) ;
ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | ( flags & ImGuiColorEditFlags_NoAlpha ) ;
if ( picker_type = = 0 ) picker_flags | = ImGuiColorEditFlags_PickerHueBar ;
if ( picker_type = = 1 ) picker_flags | = ImGuiColorEditFlags_PickerHueWheel ;
ImVec2 backup_pos = ImGui : : GetCursorScreenPos ( ) ;
if ( ImGui : : Selectable ( " ##selectable " , false , 0 , picker_size ) ) // By default, Selectable() is closing popup
g . ColorEditOptions = ( g . ColorEditOptions & ~ ImGuiColorEditFlags__PickerMask ) | ( picker_flags & ImGuiColorEditFlags__PickerMask ) ;
ImGui : : SetCursorScreenPos ( backup_pos ) ;
ImVec4 dummy_ref_col ;
memcpy ( & dummy_ref_col . x , ref_col , sizeof ( float ) * ( picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4 ) ) ;
ImGui : : ColorPicker4 ( " ##dummypicker " , & dummy_ref_col . x , picker_flags ) ;
ImGui : : PopID ( ) ;
}
ImGui : : PopItemWidth ( ) ;
}
if ( allow_opt_alpha_bar )
{
if ( allow_opt_picker ) ImGui : : Separator ( ) ;
ImGui : : CheckboxFlags ( " Alpha Bar " , ( unsigned int * ) & g . ColorEditOptions , ImGuiColorEditFlags_AlphaBar ) ;
}
ImGui : : EndPopup ( ) ;
}
2018-08-29 21:15:36 +08:00
//-------------------------------------------------------------------------
// WIDGETS: Trees
// - TreeNode()
// - TreeNodeV()
// - TreeNodeEx()
// - TreeNodeExV()
// - TreeNodeBehavior() [Internal]
// - TreePush()
// - TreePop()
// - TreeAdvanceToLabelPos()
// - GetTreeNodeToLabelSpacing()
// - SetNextTreeNodeOpen()
// - CollapsingHeader()
//-------------------------------------------------------------------------
2018-08-30 21:03:21 +08:00
bool ImGui : : TreeNode ( const char * str_id , const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
bool is_open = TreeNodeExV ( str_id , 0 , fmt , args ) ;
va_end ( args ) ;
return is_open ;
}
bool ImGui : : TreeNode ( const void * ptr_id , const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
bool is_open = TreeNodeExV ( ptr_id , 0 , fmt , args ) ;
va_end ( args ) ;
return is_open ;
}
bool ImGui : : TreeNode ( const char * label )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
return TreeNodeBehavior ( window - > GetID ( label ) , 0 , label , NULL ) ;
}
bool ImGui : : TreeNodeV ( const char * str_id , const char * fmt , va_list args )
{
return TreeNodeExV ( str_id , 0 , fmt , args ) ;
}
bool ImGui : : TreeNodeV ( const void * ptr_id , const char * fmt , va_list args )
{
return TreeNodeExV ( ptr_id , 0 , fmt , args ) ;
}
bool ImGui : : TreeNodeEx ( const char * label , ImGuiTreeNodeFlags flags )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
return TreeNodeBehavior ( window - > GetID ( label ) , flags , label , NULL ) ;
}
bool ImGui : : TreeNodeEx ( const char * str_id , ImGuiTreeNodeFlags flags , const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
bool is_open = TreeNodeExV ( str_id , flags , fmt , args ) ;
va_end ( args ) ;
return is_open ;
}
bool ImGui : : TreeNodeEx ( const void * ptr_id , ImGuiTreeNodeFlags flags , const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
bool is_open = TreeNodeExV ( ptr_id , flags , fmt , args ) ;
va_end ( args ) ;
return is_open ;
}
bool ImGui : : TreeNodeExV ( const char * str_id , ImGuiTreeNodeFlags flags , const char * fmt , va_list args )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const char * label_end = g . TempBuffer + ImFormatStringV ( g . TempBuffer , IM_ARRAYSIZE ( g . TempBuffer ) , fmt , args ) ;
return TreeNodeBehavior ( window - > GetID ( str_id ) , flags , g . TempBuffer , label_end ) ;
}
bool ImGui : : TreeNodeExV ( const void * ptr_id , ImGuiTreeNodeFlags flags , const char * fmt , va_list args )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const char * label_end = g . TempBuffer + ImFormatStringV ( g . TempBuffer , IM_ARRAYSIZE ( g . TempBuffer ) , fmt , args ) ;
return TreeNodeBehavior ( window - > GetID ( ptr_id ) , flags , g . TempBuffer , label_end ) ;
}
bool ImGui : : TreeNodeBehaviorIsOpen ( ImGuiID id , ImGuiTreeNodeFlags flags )
{
if ( flags & ImGuiTreeNodeFlags_Leaf )
return true ;
// We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = g . CurrentWindow ;
ImGuiStorage * storage = window - > DC . StateStorage ;
bool is_open ;
if ( g . NextTreeNodeOpenCond ! = 0 )
{
if ( g . NextTreeNodeOpenCond & ImGuiCond_Always )
{
is_open = g . NextTreeNodeOpenVal ;
storage - > SetInt ( id , is_open ) ;
}
else
{
// We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
const int stored_value = storage - > GetInt ( id , - 1 ) ;
if ( stored_value = = - 1 )
{
is_open = g . NextTreeNodeOpenVal ;
storage - > SetInt ( id , is_open ) ;
}
else
{
is_open = stored_value ! = 0 ;
}
}
g . NextTreeNodeOpenCond = 0 ;
}
else
{
is_open = storage - > GetInt ( id , ( flags & ImGuiTreeNodeFlags_DefaultOpen ) ? 1 : 0 ) ! = 0 ;
}
// When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
// NB- If we are above max depth we still allow manually opened nodes to be logged.
if ( g . LogEnabled & & ! ( flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog ) & & window - > DC . TreeDepth < g . LogAutoExpandMaxDepth )
is_open = true ;
return is_open ;
}
bool ImGui : : TreeNodeBehavior ( ImGuiID id , ImGuiTreeNodeFlags flags , const char * label , const char * label_end )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const bool display_frame = ( flags & ImGuiTreeNodeFlags_Framed ) ! = 0 ;
const ImVec2 padding = ( display_frame | | ( flags & ImGuiTreeNodeFlags_FramePadding ) ) ? style . FramePadding : ImVec2 ( style . FramePadding . x , 0.0f ) ;
if ( ! label_end )
label_end = FindRenderedTextEnd ( label ) ;
const ImVec2 label_size = CalcTextSize ( label , label_end , false ) ;
// We vertically grow up to current line height up the typical widget height.
const float text_base_offset_y = ImMax ( padding . y , window - > DC . CurrentLineTextBaseOffset ) ; // Latch before ItemSize changes it
const float frame_height = ImMax ( ImMin ( window - > DC . CurrentLineSize . y , g . FontSize + style . FramePadding . y * 2 ) , label_size . y + padding . y * 2 ) ;
ImRect frame_bb = ImRect ( window - > DC . CursorPos , ImVec2 ( window - > Pos . x + GetContentRegionMax ( ) . x , window - > DC . CursorPos . y + frame_height ) ) ;
if ( display_frame )
{
// Framed header expand a little outside the default padding
frame_bb . Min . x - = ( float ) ( int ) ( window - > WindowPadding . x * 0.5f ) - 1 ;
frame_bb . Max . x + = ( float ) ( int ) ( window - > WindowPadding . x * 0.5f ) - 1 ;
}
const float text_offset_x = ( g . FontSize + ( display_frame ? padding . x * 3 : padding . x * 2 ) ) ; // Collapser arrow width + Spacing
const float text_width = g . FontSize + ( label_size . x > 0.0f ? label_size . x + padding . x * 2 : 0.0f ) ; // Include collapser
ItemSize ( ImVec2 ( text_width , frame_height ) , text_base_offset_y ) ;
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
// (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
const ImRect interact_bb = display_frame ? frame_bb : ImRect ( frame_bb . Min . x , frame_bb . Min . y , frame_bb . Min . x + text_width + style . ItemSpacing . x * 2 , frame_bb . Max . y ) ;
bool is_open = TreeNodeBehaviorIsOpen ( id , flags ) ;
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
if ( is_open & & ! g . NavIdIsAlive & & ( flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere ) & & ! ( flags & ImGuiTreeNodeFlags_NoTreePushOnOpen ) )
window - > DC . TreeDepthMayJumpToParentOnPop | = ( 1 < < window - > DC . TreeDepth ) ;
bool item_add = ItemAdd ( interact_bb , id ) ;
window - > DC . LastItemStatusFlags | = ImGuiItemStatusFlags_HasDisplayRect ;
window - > DC . LastItemDisplayRect = frame_bb ;
if ( ! item_add )
{
if ( is_open & & ! ( flags & ImGuiTreeNodeFlags_NoTreePushOnOpen ) )
TreePushRawID ( id ) ;
return is_open ;
}
// Flags that affects opening behavior:
// - 0(default) ..................... single-click anywhere to open
// - OpenOnDoubleClick .............. double-click anywhere to open
// - OpenOnArrow .................... single-click on arrow to open
// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ( ( flags & ImGuiTreeNodeFlags_AllowItemOverlap ) ? ImGuiButtonFlags_AllowItemOverlap : 0 ) ;
if ( ! ( flags & ImGuiTreeNodeFlags_Leaf ) )
button_flags | = ImGuiButtonFlags_PressedOnDragDropHold ;
if ( flags & ImGuiTreeNodeFlags_OpenOnDoubleClick )
button_flags | = ImGuiButtonFlags_PressedOnDoubleClick | ( ( flags & ImGuiTreeNodeFlags_OpenOnArrow ) ? ImGuiButtonFlags_PressedOnClickRelease : 0 ) ;
bool hovered , held , pressed = ButtonBehavior ( interact_bb , id , & hovered , & held , button_flags ) ;
if ( ! ( flags & ImGuiTreeNodeFlags_Leaf ) )
{
bool toggled = false ;
if ( pressed )
{
toggled = ! ( flags & ( ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick ) ) | | ( g . NavActivateId = = id ) ;
if ( flags & ImGuiTreeNodeFlags_OpenOnArrow )
toggled | = IsMouseHoveringRect ( interact_bb . Min , ImVec2 ( interact_bb . Min . x + text_offset_x , interact_bb . Max . y ) ) & & ( ! g . NavDisableMouseHover ) ;
if ( flags & ImGuiTreeNodeFlags_OpenOnDoubleClick )
toggled | = g . IO . MouseDoubleClicked [ 0 ] ;
if ( g . DragDropActive & & is_open ) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
toggled = false ;
}
if ( g . NavId = = id & & g . NavMoveRequest & & g . NavMoveDir = = ImGuiDir_Left & & is_open )
{
toggled = true ;
NavMoveRequestCancel ( ) ;
}
if ( g . NavId = = id & & g . NavMoveRequest & & g . NavMoveDir = = ImGuiDir_Right & & ! is_open ) // If there's something upcoming on the line we may want to give it the priority?
{
toggled = true ;
NavMoveRequestCancel ( ) ;
}
if ( toggled )
{
is_open = ! is_open ;
window - > DC . StateStorage - > SetInt ( id , is_open ) ;
}
}
if ( flags & ImGuiTreeNodeFlags_AllowItemOverlap )
SetItemAllowOverlap ( ) ;
// Render
const ImU32 col = GetColorU32 ( ( held & & hovered ) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header ) ;
const ImVec2 text_pos = frame_bb . Min + ImVec2 ( text_offset_x , text_base_offset_y ) ;
if ( display_frame )
{
// Framed type
RenderFrame ( frame_bb . Min , frame_bb . Max , col , true , style . FrameRounding ) ;
RenderNavHighlight ( frame_bb , id , ImGuiNavHighlightFlags_TypeThin ) ;
RenderArrow ( frame_bb . Min + ImVec2 ( padding . x , text_base_offset_y ) , is_open ? ImGuiDir_Down : ImGuiDir_Right , 1.0f ) ;
if ( g . LogEnabled )
{
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
const char log_prefix [ ] = " \n ## " ;
const char log_suffix [ ] = " ## " ;
LogRenderedText ( & text_pos , log_prefix , log_prefix + 3 ) ;
RenderTextClipped ( text_pos , frame_bb . Max , label , label_end , & label_size ) ;
LogRenderedText ( & text_pos , log_suffix + 1 , log_suffix + 3 ) ;
}
else
{
RenderTextClipped ( text_pos , frame_bb . Max , label , label_end , & label_size ) ;
}
}
else
{
// Unframed typed for tree nodes
if ( hovered | | ( flags & ImGuiTreeNodeFlags_Selected ) )
{
RenderFrame ( frame_bb . Min , frame_bb . Max , col , false ) ;
RenderNavHighlight ( frame_bb , id , ImGuiNavHighlightFlags_TypeThin ) ;
}
if ( flags & ImGuiTreeNodeFlags_Bullet )
RenderBullet ( frame_bb . Min + ImVec2 ( text_offset_x * 0.5f , g . FontSize * 0.50f + text_base_offset_y ) ) ;
else if ( ! ( flags & ImGuiTreeNodeFlags_Leaf ) )
RenderArrow ( frame_bb . Min + ImVec2 ( padding . x , g . FontSize * 0.15f + text_base_offset_y ) , is_open ? ImGuiDir_Down : ImGuiDir_Right , 0.70f ) ;
if ( g . LogEnabled )
LogRenderedText ( & text_pos , " > " ) ;
RenderText ( text_pos , label , label_end , false ) ;
}
if ( is_open & & ! ( flags & ImGuiTreeNodeFlags_NoTreePushOnOpen ) )
TreePushRawID ( id ) ;
return is_open ;
}
void ImGui : : TreePush ( const char * str_id )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
Indent ( ) ;
window - > DC . TreeDepth + + ;
PushID ( str_id ? str_id : " #TreePush " ) ;
}
void ImGui : : TreePush ( const void * ptr_id )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
Indent ( ) ;
window - > DC . TreeDepth + + ;
PushID ( ptr_id ? ptr_id : ( const void * ) " #TreePush " ) ;
}
void ImGui : : TreePushRawID ( ImGuiID id )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
Indent ( ) ;
window - > DC . TreeDepth + + ;
window - > IDStack . push_back ( id ) ;
}
void ImGui : : TreePop ( )
{
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = g . CurrentWindow ;
Unindent ( ) ;
window - > DC . TreeDepth - - ;
if ( g . NavMoveDir = = ImGuiDir_Left & & g . NavWindow = = window & & NavMoveRequestButNoResultYet ( ) )
if ( g . NavIdIsAlive & & ( window - > DC . TreeDepthMayJumpToParentOnPop & ( 1 < < window - > DC . TreeDepth ) ) )
{
SetNavID ( window - > IDStack . back ( ) , g . NavLayer ) ;
NavMoveRequestCancel ( ) ;
}
window - > DC . TreeDepthMayJumpToParentOnPop & = ( 1 < < window - > DC . TreeDepth ) - 1 ;
IM_ASSERT ( window - > IDStack . Size > 1 ) ; // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
PopID ( ) ;
}
void ImGui : : TreeAdvanceToLabelPos ( )
{
ImGuiContext & g = * GImGui ;
g . CurrentWindow - > DC . CursorPos . x + = GetTreeNodeToLabelSpacing ( ) ;
}
// Horizontal distance preceding label when using TreeNode() or Bullet()
float ImGui : : GetTreeNodeToLabelSpacing ( )
{
ImGuiContext & g = * GImGui ;
return g . FontSize + ( g . Style . FramePadding . x * 2.0f ) ;
}
void ImGui : : SetNextTreeNodeOpen ( bool is_open , ImGuiCond cond )
{
ImGuiContext & g = * GImGui ;
if ( g . CurrentWindow - > SkipItems )
return ;
g . NextTreeNodeOpenVal = is_open ;
g . NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always ;
}
// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
bool ImGui : : CollapsingHeader ( const char * label , ImGuiTreeNodeFlags flags )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
return TreeNodeBehavior ( window - > GetID ( label ) , flags | ImGuiTreeNodeFlags_CollapsingHeader , label ) ;
}
bool ImGui : : CollapsingHeader ( const char * label , bool * p_open , ImGuiTreeNodeFlags flags )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
if ( p_open & & ! * p_open )
return false ;
ImGuiID id = window - > GetID ( label ) ;
bool is_open = TreeNodeBehavior ( id , flags | ImGuiTreeNodeFlags_CollapsingHeader | ( p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0 ) , label ) ;
if ( p_open )
{
// Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
ImGuiContext & g = * GImGui ;
ImGuiItemHoveredDataBackup last_item_backup ;
float button_radius = g . FontSize * 0.5f ;
ImVec2 button_center = ImVec2 ( ImMin ( window - > DC . LastItemRect . Max . x , window - > ClipRect . Max . x ) - g . Style . FramePadding . x - button_radius , window - > DC . LastItemRect . GetCenter ( ) . y ) ;
if ( CloseButton ( window - > GetID ( ( void * ) ( intptr_t ) ( id + 1 ) ) , button_center , button_radius ) )
* p_open = false ;
last_item_backup . Restore ( ) ;
}
return is_open ;
}
2018-08-29 21:15:36 +08:00
//-------------------------------------------------------------------------
// WIDGETS: Selectables
// - Selectable()
//-------------------------------------------------------------------------
2018-08-30 21:03:21 +08:00
// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
bool ImGui : : Selectable ( const char * label , bool selected , ImGuiSelectableFlags flags , const ImVec2 & size_arg )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
if ( ( flags & ImGuiSelectableFlags_SpanAllColumns ) & & window - > DC . ColumnsSet ) // FIXME-OPT: Avoid if vertically clipped.
PopClipRect ( ) ;
ImGuiID id = window - > GetID ( label ) ;
ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
ImVec2 size ( size_arg . x ! = 0.0f ? size_arg . x : label_size . x , size_arg . y ! = 0.0f ? size_arg . y : label_size . y ) ;
ImVec2 pos = window - > DC . CursorPos ;
pos . y + = window - > DC . CurrentLineTextBaseOffset ;
ImRect bb_inner ( pos , pos + size ) ;
ItemSize ( bb_inner ) ;
// Fill horizontal space.
ImVec2 window_padding = window - > WindowPadding ;
float max_x = ( flags & ImGuiSelectableFlags_SpanAllColumns ) ? GetWindowContentRegionMax ( ) . x : GetContentRegionMax ( ) . x ;
float w_draw = ImMax ( label_size . x , window - > Pos . x + max_x - window_padding . x - window - > DC . CursorPos . x ) ;
ImVec2 size_draw ( ( size_arg . x ! = 0 & & ! ( flags & ImGuiSelectableFlags_DrawFillAvailWidth ) ) ? size_arg . x : w_draw , size_arg . y ! = 0.0f ? size_arg . y : size . y ) ;
ImRect bb ( pos , pos + size_draw ) ;
if ( size_arg . x = = 0.0f | | ( flags & ImGuiSelectableFlags_DrawFillAvailWidth ) )
bb . Max . x + = window_padding . x ;
// Selectables are tightly packed together, we extend the box to cover spacing between selectable.
float spacing_L = ( float ) ( int ) ( style . ItemSpacing . x * 0.5f ) ;
float spacing_U = ( float ) ( int ) ( style . ItemSpacing . y * 0.5f ) ;
float spacing_R = style . ItemSpacing . x - spacing_L ;
float spacing_D = style . ItemSpacing . y - spacing_U ;
bb . Min . x - = spacing_L ;
bb . Min . y - = spacing_U ;
bb . Max . x + = spacing_R ;
bb . Max . y + = spacing_D ;
if ( ! ItemAdd ( bb , ( flags & ImGuiSelectableFlags_Disabled ) ? 0 : id ) )
{
if ( ( flags & ImGuiSelectableFlags_SpanAllColumns ) & & window - > DC . ColumnsSet )
PushColumnClipRect ( ) ;
return false ;
}
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0 ;
if ( flags & ImGuiSelectableFlags_NoHoldingActiveID ) button_flags | = ImGuiButtonFlags_NoHoldingActiveID ;
if ( flags & ImGuiSelectableFlags_PressedOnClick ) button_flags | = ImGuiButtonFlags_PressedOnClick ;
if ( flags & ImGuiSelectableFlags_PressedOnRelease ) button_flags | = ImGuiButtonFlags_PressedOnRelease ;
if ( flags & ImGuiSelectableFlags_Disabled ) button_flags | = ImGuiButtonFlags_Disabled ;
if ( flags & ImGuiSelectableFlags_AllowDoubleClick ) button_flags | = ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick ;
bool hovered , held ;
bool pressed = ButtonBehavior ( bb , id , & hovered , & held , button_flags ) ;
if ( flags & ImGuiSelectableFlags_Disabled )
selected = false ;
// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
if ( pressed | | hovered )
if ( ! g . NavDisableMouseHover & & g . NavWindow = = window & & g . NavLayer = = window - > DC . NavLayerCurrent )
{
g . NavDisableHighlight = true ;
SetNavID ( id , window - > DC . NavLayerCurrent ) ;
}
if ( pressed )
MarkItemEdited ( id ) ;
// Render
if ( hovered | | selected )
{
const ImU32 col = GetColorU32 ( ( held & & hovered ) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header ) ;
RenderFrame ( bb . Min , bb . Max , col , false , 0.0f ) ;
RenderNavHighlight ( bb , id , ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding ) ;
}
if ( ( flags & ImGuiSelectableFlags_SpanAllColumns ) & & window - > DC . ColumnsSet )
{
PushColumnClipRect ( ) ;
bb . Max . x - = ( GetContentRegionMax ( ) . x - max_x ) ;
}
if ( flags & ImGuiSelectableFlags_Disabled ) PushStyleColor ( ImGuiCol_Text , g . Style . Colors [ ImGuiCol_TextDisabled ] ) ;
RenderTextClipped ( bb_inner . Min , bb . Max , label , NULL , & label_size , ImVec2 ( 0.0f , 0.0f ) ) ;
if ( flags & ImGuiSelectableFlags_Disabled ) PopStyleColor ( ) ;
// Automatically close popups
if ( pressed & & ( window - > Flags & ImGuiWindowFlags_Popup ) & & ! ( flags & ImGuiSelectableFlags_DontClosePopups ) & & ! ( window - > DC . ItemFlags & ImGuiItemFlags_SelectableDontClosePopup ) )
CloseCurrentPopup ( ) ;
return pressed ;
}
bool ImGui : : Selectable ( const char * label , bool * p_selected , ImGuiSelectableFlags flags , const ImVec2 & size_arg )
{
if ( Selectable ( label , * p_selected , flags , size_arg ) )
{
* p_selected = ! * p_selected ;
return true ;
}
return false ;
}
2018-08-29 21:15:36 +08:00
//-------------------------------------------------------------------------
// WIDGETS: List Box
// - ListBox()
// - ListBoxHeader()
// - ListBoxFooter()
//-------------------------------------------------------------------------
2018-08-30 20:49:28 +08:00
// FIXME: Rename to BeginListBox()
// Helper to calculate the size of a listbox and display a label on the right.
// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
bool ImGui : : ListBoxHeader ( const char * label , const ImVec2 & size_arg )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
const ImGuiStyle & style = GetStyle ( ) ;
const ImGuiID id = GetID ( label ) ;
const ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
ImVec2 size = CalcItemSize ( size_arg , CalcItemWidth ( ) , GetTextLineHeightWithSpacing ( ) * 7.4f + style . ItemSpacing . y ) ;
ImVec2 frame_size = ImVec2 ( size . x , ImMax ( size . y , label_size . y ) ) ;
ImRect frame_bb ( window - > DC . CursorPos , window - > DC . CursorPos + frame_size ) ;
ImRect bb ( frame_bb . Min , frame_bb . Max + ImVec2 ( label_size . x > 0.0f ? style . ItemInnerSpacing . x + label_size . x : 0.0f , 0.0f ) ) ;
window - > DC . LastItemRect = bb ; // Forward storage for ListBoxFooter.. dodgy.
BeginGroup ( ) ;
if ( label_size . x > 0 )
RenderText ( ImVec2 ( frame_bb . Max . x + style . ItemInnerSpacing . x , frame_bb . Min . y + style . FramePadding . y ) , label ) ;
BeginChildFrame ( id , frame_bb . GetSize ( ) ) ;
return true ;
}
// FIXME: Rename to BeginListBox()
bool ImGui : : ListBoxHeader ( const char * label , int items_count , int height_in_items )
{
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
// We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
// I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
if ( height_in_items < 0 )
height_in_items = ImMin ( items_count , 7 ) ;
float height_in_items_f = height_in_items < items_count ? ( height_in_items + 0.40f ) : ( height_in_items + 0.00f ) ;
// We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
ImVec2 size ;
size . x = 0.0f ;
size . y = GetTextLineHeightWithSpacing ( ) * height_in_items_f + GetStyle ( ) . ItemSpacing . y ;
return ListBoxHeader ( label , size ) ;
}
// FIXME: Rename to EndListBox()
void ImGui : : ListBoxFooter ( )
{
ImGuiWindow * parent_window = GetCurrentWindow ( ) - > ParentWindow ;
const ImRect bb = parent_window - > DC . LastItemRect ;
const ImGuiStyle & style = GetStyle ( ) ;
EndChildFrame ( ) ;
// Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
// We call SameLine() to restore DC.CurrentLine* data
SameLine ( ) ;
parent_window - > DC . CursorPos = bb . Min ;
ItemSize ( bb , style . FramePadding . y ) ;
EndGroup ( ) ;
}
bool ImGui : : ListBox ( const char * label , int * current_item , const char * const items [ ] , int items_count , int height_items )
{
const bool value_changed = ListBox ( label , current_item , Items_ArrayGetter , ( void * ) items , items_count , height_items ) ;
return value_changed ;
}
bool ImGui : : ListBox ( const char * label , int * current_item , bool ( * items_getter ) ( void * , int , const char * * ) , void * data , int items_count , int height_in_items )
{
if ( ! ListBoxHeader ( label , items_count , height_in_items ) )
return false ;
// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
ImGuiContext & g = * GImGui ;
bool value_changed = false ;
ImGuiListClipper clipper ( items_count , GetTextLineHeightWithSpacing ( ) ) ; // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
while ( clipper . Step ( ) )
for ( int i = clipper . DisplayStart ; i < clipper . DisplayEnd ; i + + )
{
const bool item_selected = ( i = = * current_item ) ;
const char * item_text ;
if ( ! items_getter ( data , i , & item_text ) )
item_text = " *Unknown item* " ;
PushID ( i ) ;
if ( Selectable ( item_text , item_selected ) )
{
* current_item = i ;
value_changed = true ;
}
if ( item_selected )
SetItemDefaultFocus ( ) ;
PopID ( ) ;
}
ListBoxFooter ( ) ;
if ( value_changed )
MarkItemEdited ( g . CurrentWindow - > DC . LastItemId ) ;
return value_changed ;
}
2018-08-29 21:15:36 +08:00
//-------------------------------------------------------------------------
// WIDGETS: Data Plotting
// - PlotEx() [Internal]
// - PlotLines()
// - PlotHistogram()
//-------------------------------------------------------------------------
2018-08-30 21:00:24 +08:00
void ImGui : : PlotEx ( ImGuiPlotType plot_type , const char * label , float ( * values_getter ) ( void * data , int idx ) , void * data , int values_count , int values_offset , const char * overlay_text , float scale_min , float scale_max , ImVec2 graph_size )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
if ( graph_size . x = = 0.0f )
graph_size . x = CalcItemWidth ( ) ;
if ( graph_size . y = = 0.0f )
graph_size . y = label_size . y + ( style . FramePadding . y * 2 ) ;
const ImRect frame_bb ( window - > DC . CursorPos , window - > DC . CursorPos + ImVec2 ( graph_size . x , graph_size . y ) ) ;
const ImRect inner_bb ( frame_bb . Min + style . FramePadding , frame_bb . Max - style . FramePadding ) ;
const ImRect total_bb ( frame_bb . Min , frame_bb . Max + ImVec2 ( label_size . x > 0.0f ? style . ItemInnerSpacing . x + label_size . x : 0.0f , 0 ) ) ;
ItemSize ( total_bb , style . FramePadding . y ) ;
if ( ! ItemAdd ( total_bb , 0 , & frame_bb ) )
return ;
const bool hovered = ItemHoverable ( inner_bb , 0 ) ;
// Determine scale from values if not specified
if ( scale_min = = FLT_MAX | | scale_max = = FLT_MAX )
{
float v_min = FLT_MAX ;
float v_max = - FLT_MAX ;
for ( int i = 0 ; i < values_count ; i + + )
{
const float v = values_getter ( data , i ) ;
v_min = ImMin ( v_min , v ) ;
v_max = ImMax ( v_max , v ) ;
}
if ( scale_min = = FLT_MAX )
scale_min = v_min ;
if ( scale_max = = FLT_MAX )
scale_max = v_max ;
}
RenderFrame ( frame_bb . Min , frame_bb . Max , GetColorU32 ( ImGuiCol_FrameBg ) , true , style . FrameRounding ) ;
if ( values_count > 0 )
{
int res_w = ImMin ( ( int ) graph_size . x , values_count ) + ( ( plot_type = = ImGuiPlotType_Lines ) ? - 1 : 0 ) ;
int item_count = values_count + ( ( plot_type = = ImGuiPlotType_Lines ) ? - 1 : 0 ) ;
// Tooltip on hover
int v_hovered = - 1 ;
if ( hovered )
{
const float t = ImClamp ( ( g . IO . MousePos . x - inner_bb . Min . x ) / ( inner_bb . Max . x - inner_bb . Min . x ) , 0.0f , 0.9999f ) ;
const int v_idx = ( int ) ( t * item_count ) ;
IM_ASSERT ( v_idx > = 0 & & v_idx < values_count ) ;
const float v0 = values_getter ( data , ( v_idx + values_offset ) % values_count ) ;
const float v1 = values_getter ( data , ( v_idx + 1 + values_offset ) % values_count ) ;
if ( plot_type = = ImGuiPlotType_Lines )
SetTooltip ( " %d: %8.4g \n %d: %8.4g " , v_idx , v0 , v_idx + 1 , v1 ) ;
else if ( plot_type = = ImGuiPlotType_Histogram )
SetTooltip ( " %d: %8.4g " , v_idx , v0 ) ;
v_hovered = v_idx ;
}
const float t_step = 1.0f / ( float ) res_w ;
const float inv_scale = ( scale_min = = scale_max ) ? 0.0f : ( 1.0f / ( scale_max - scale_min ) ) ;
float v0 = values_getter ( data , ( 0 + values_offset ) % values_count ) ;
float t0 = 0.0f ;
ImVec2 tp0 = ImVec2 ( t0 , 1.0f - ImSaturate ( ( v0 - scale_min ) * inv_scale ) ) ; // Point in the normalized space of our target rectangle
float histogram_zero_line_t = ( scale_min * scale_max < 0.0f ) ? ( - scale_min * inv_scale ) : ( scale_min < 0.0f ? 0.0f : 1.0f ) ; // Where does the zero line stands
const ImU32 col_base = GetColorU32 ( ( plot_type = = ImGuiPlotType_Lines ) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram ) ;
const ImU32 col_hovered = GetColorU32 ( ( plot_type = = ImGuiPlotType_Lines ) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered ) ;
for ( int n = 0 ; n < res_w ; n + + )
{
const float t1 = t0 + t_step ;
const int v1_idx = ( int ) ( t0 * item_count + 0.5f ) ;
IM_ASSERT ( v1_idx > = 0 & & v1_idx < values_count ) ;
const float v1 = values_getter ( data , ( v1_idx + values_offset + 1 ) % values_count ) ;
const ImVec2 tp1 = ImVec2 ( t1 , 1.0f - ImSaturate ( ( v1 - scale_min ) * inv_scale ) ) ;
// NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
ImVec2 pos0 = ImLerp ( inner_bb . Min , inner_bb . Max , tp0 ) ;
ImVec2 pos1 = ImLerp ( inner_bb . Min , inner_bb . Max , ( plot_type = = ImGuiPlotType_Lines ) ? tp1 : ImVec2 ( tp1 . x , histogram_zero_line_t ) ) ;
if ( plot_type = = ImGuiPlotType_Lines )
{
window - > DrawList - > AddLine ( pos0 , pos1 , v_hovered = = v1_idx ? col_hovered : col_base ) ;
}
else if ( plot_type = = ImGuiPlotType_Histogram )
{
if ( pos1 . x > = pos0 . x + 2.0f )
pos1 . x - = 1.0f ;
window - > DrawList - > AddRectFilled ( pos0 , pos1 , v_hovered = = v1_idx ? col_hovered : col_base ) ;
}
t0 = t1 ;
tp0 = tp1 ;
}
}
// Text overlay
if ( overlay_text )
RenderTextClipped ( ImVec2 ( frame_bb . Min . x , frame_bb . Min . y + style . FramePadding . y ) , frame_bb . Max , overlay_text , NULL , NULL , ImVec2 ( 0.5f , 0.0f ) ) ;
if ( label_size . x > 0.0f )
RenderText ( ImVec2 ( frame_bb . Max . x + style . ItemInnerSpacing . x , inner_bb . Min . y ) , label ) ;
}
struct ImGuiPlotArrayGetterData
{
const float * Values ;
int Stride ;
ImGuiPlotArrayGetterData ( const float * values , int stride ) { Values = values ; Stride = stride ; }
} ;
static float Plot_ArrayGetter ( void * data , int idx )
{
ImGuiPlotArrayGetterData * plot_data = ( ImGuiPlotArrayGetterData * ) data ;
const float v = * ( const float * ) ( const void * ) ( ( const unsigned char * ) plot_data - > Values + ( size_t ) idx * plot_data - > Stride ) ;
return v ;
}
void ImGui : : PlotLines ( const char * label , const float * values , int values_count , int values_offset , const char * overlay_text , float scale_min , float scale_max , ImVec2 graph_size , int stride )
{
ImGuiPlotArrayGetterData data ( values , stride ) ;
PlotEx ( ImGuiPlotType_Lines , label , & Plot_ArrayGetter , ( void * ) & data , values_count , values_offset , overlay_text , scale_min , scale_max , graph_size ) ;
}
void ImGui : : PlotLines ( const char * label , float ( * values_getter ) ( void * data , int idx ) , void * data , int values_count , int values_offset , const char * overlay_text , float scale_min , float scale_max , ImVec2 graph_size )
{
PlotEx ( ImGuiPlotType_Lines , label , values_getter , data , values_count , values_offset , overlay_text , scale_min , scale_max , graph_size ) ;
}
void ImGui : : PlotHistogram ( const char * label , const float * values , int values_count , int values_offset , const char * overlay_text , float scale_min , float scale_max , ImVec2 graph_size , int stride )
{
ImGuiPlotArrayGetterData data ( values , stride ) ;
PlotEx ( ImGuiPlotType_Histogram , label , & Plot_ArrayGetter , ( void * ) & data , values_count , values_offset , overlay_text , scale_min , scale_max , graph_size ) ;
}
void ImGui : : PlotHistogram ( const char * label , float ( * values_getter ) ( void * data , int idx ) , void * data , int values_count , int values_offset , const char * overlay_text , float scale_min , float scale_max , ImVec2 graph_size )
{
PlotEx ( ImGuiPlotType_Histogram , label , values_getter , data , values_count , values_offset , overlay_text , scale_min , scale_max , graph_size ) ;
}
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//-------------------------------------------------------------------------
// WIDGETS: Value() helpers
// - Value()
//-------------------------------------------------------------------------
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void ImGui : : Value ( const char * prefix , bool b )
{
Text ( " %s: %s " , prefix , ( b ? " true " : " false " ) ) ;
}
void ImGui : : Value ( const char * prefix , int v )
{
Text ( " %s: %d " , prefix , v ) ;
}
void ImGui : : Value ( const char * prefix , unsigned int v )
{
Text ( " %s: %d " , prefix , v ) ;
}
void ImGui : : Value ( const char * prefix , float v , const char * float_format )
{
if ( float_format )
{
char fmt [ 64 ] ;
ImFormatString ( fmt , IM_ARRAYSIZE ( fmt ) , " %%s: %s " , float_format ) ;
Text ( fmt , prefix , v ) ;
}
else
{
Text ( " %s: %.3f " , prefix , v ) ;
}
}
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//-------------------------------------------------------------------------
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// WIDGETS: Menus
2018-08-30 20:58:55 +08:00
// - ImGuiMenuColumns
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// - BeginMainMenuBar()
// - EndMainMenuBar()
// - BeginMenuBar()
// - EndMenuBar()
// - BeginMenu()
// - EndMenu()
// - MenuItem()
2018-08-29 03:59:14 +08:00
//-------------------------------------------------------------------------
2018-08-30 20:58:55 +08:00
// Helpers for internal use
ImGuiMenuColumns : : ImGuiMenuColumns ( )
{
Count = 0 ;
Spacing = Width = NextWidth = 0.0f ;
memset ( Pos , 0 , sizeof ( Pos ) ) ;
memset ( NextWidths , 0 , sizeof ( NextWidths ) ) ;
}
void ImGuiMenuColumns : : Update ( int count , float spacing , bool clear )
{
IM_ASSERT ( Count < = IM_ARRAYSIZE ( Pos ) ) ;
Count = count ;
Width = NextWidth = 0.0f ;
Spacing = spacing ;
if ( clear ) memset ( NextWidths , 0 , sizeof ( NextWidths ) ) ;
for ( int i = 0 ; i < Count ; i + + )
{
if ( i > 0 & & NextWidths [ i ] > 0.0f )
Width + = Spacing ;
Pos [ i ] = ( float ) ( int ) Width ;
Width + = NextWidths [ i ] ;
NextWidths [ i ] = 0.0f ;
}
}
float ImGuiMenuColumns : : DeclColumns ( float w0 , float w1 , float w2 ) // not using va_arg because they promote float to double
{
NextWidth = 0.0f ;
NextWidths [ 0 ] = ImMax ( NextWidths [ 0 ] , w0 ) ;
NextWidths [ 1 ] = ImMax ( NextWidths [ 1 ] , w1 ) ;
NextWidths [ 2 ] = ImMax ( NextWidths [ 2 ] , w2 ) ;
for ( int i = 0 ; i < 3 ; i + + )
NextWidth + = NextWidths [ i ] + ( ( i > 0 & & NextWidths [ i ] > 0.0f ) ? Spacing : 0.0f ) ;
return ImMax ( Width , NextWidth ) ;
}
float ImGuiMenuColumns : : CalcExtraSpace ( float avail_w )
{
return ImMax ( 0.0f , avail_w - Width ) ;
}
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
bool ImGui : : BeginMainMenuBar ( )
{
ImGuiContext & g = * GImGui ;
g . NextWindowData . MenuBarOffsetMinVal = ImVec2 ( g . Style . DisplaySafeAreaPadding . x , ImMax ( g . Style . DisplaySafeAreaPadding . y - g . Style . FramePadding . y , 0.0f ) ) ;
SetNextWindowPos ( g . Viewports [ 0 ] - > Pos ) ;
SetNextWindowSize ( ImVec2 ( g . Viewports [ 0 ] - > Size . x , g . NextWindowData . MenuBarOffsetMinVal . y + g . FontBaseSize + g . Style . FramePadding . y ) ) ;
PushStyleVar ( ImGuiStyleVar_WindowRounding , 0.0f ) ;
PushStyleVar ( ImGuiStyleVar_WindowMinSize , ImVec2 ( 0 , 0 ) ) ;
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar ;
bool is_open = Begin ( " ##MainMenuBar " , NULL , window_flags ) & & BeginMenuBar ( ) ;
PopStyleVar ( 2 ) ;
g . NextWindowData . MenuBarOffsetMinVal = ImVec2 ( 0.0f , 0.0f ) ;
if ( ! is_open )
{
End ( ) ;
return false ;
}
return true ;
}
void ImGui : : EndMainMenuBar ( )
{
EndMenuBar ( ) ;
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
ImGuiContext & g = * GImGui ;
if ( g . CurrentWindow = = g . NavWindow & & g . NavLayer = = 0 )
FocusFrontMostActiveWindowIgnoringOne ( g . NavWindow ) ;
End ( ) ;
}
bool ImGui : : BeginMenuBar ( )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
if ( ! ( window - > Flags & ImGuiWindowFlags_MenuBar ) )
return false ;
IM_ASSERT ( ! window - > DC . MenuBarAppending ) ;
BeginGroup ( ) ; // Backup position on layer 0
PushID ( " ##menubar " ) ;
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
ImRect bar_rect = window - > MenuBarRect ( ) ;
ImRect clip_rect ( ImFloor ( bar_rect . Min . x + 0.5f ) , ImFloor ( bar_rect . Min . y + window - > WindowBorderSize + 0.5f ) , ImFloor ( ImMax ( bar_rect . Min . x , bar_rect . Max . x - window - > WindowRounding ) + 0.5f ) , ImFloor ( bar_rect . Max . y + 0.5f ) ) ;
clip_rect . ClipWith ( window - > OuterRectClipped ) ;
PushClipRect ( clip_rect . Min , clip_rect . Max , false ) ;
window - > DC . CursorPos = ImVec2 ( bar_rect . Min . x + window - > DC . MenuBarOffset . x , bar_rect . Min . y + window - > DC . MenuBarOffset . y ) ;
window - > DC . LayoutType = ImGuiLayoutType_Horizontal ;
window - > DC . NavLayerCurrent + + ;
window - > DC . NavLayerCurrentMask < < = 1 ;
window - > DC . MenuBarAppending = true ;
AlignTextToFramePadding ( ) ;
return true ;
}
void ImGui : : EndMenuBar ( )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return ;
ImGuiContext & g = * GImGui ;
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
if ( NavMoveRequestButNoResultYet ( ) & & ( g . NavMoveDir = = ImGuiDir_Left | | g . NavMoveDir = = ImGuiDir_Right ) & & ( g . NavWindow - > Flags & ImGuiWindowFlags_ChildMenu ) )
{
ImGuiWindow * nav_earliest_child = g . NavWindow ;
while ( nav_earliest_child - > ParentWindow & & ( nav_earliest_child - > ParentWindow - > Flags & ImGuiWindowFlags_ChildMenu ) )
nav_earliest_child = nav_earliest_child - > ParentWindow ;
if ( nav_earliest_child - > ParentWindow = = window & & nav_earliest_child - > DC . ParentLayoutType = = ImGuiLayoutType_Horizontal & & g . NavMoveRequestForward = = ImGuiNavForward_None )
{
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
IM_ASSERT ( window - > DC . NavLayerActiveMaskNext & 0x02 ) ; // Sanity check
FocusWindow ( window ) ;
SetNavIDWithRectRel ( window - > NavLastIds [ 1 ] , 1 , window - > NavRectRel [ 1 ] ) ;
g . NavLayer = 1 ;
g . NavDisableHighlight = true ; // Hide highlight for the current frame so we don't see the intermediary selection.
g . NavMoveRequestForward = ImGuiNavForward_ForwardQueued ;
NavMoveRequestCancel ( ) ;
}
}
IM_ASSERT ( window - > Flags & ImGuiWindowFlags_MenuBar ) ;
IM_ASSERT ( window - > DC . MenuBarAppending ) ;
PopClipRect ( ) ;
PopID ( ) ;
window - > DC . MenuBarOffset . x = window - > DC . CursorPos . x - window - > MenuBarRect ( ) . Min . x ; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
window - > DC . GroupStack . back ( ) . AdvanceCursor = false ;
EndGroup ( ) ; // Restore position on layer 0
window - > DC . LayoutType = ImGuiLayoutType_Vertical ;
window - > DC . NavLayerCurrent - - ;
window - > DC . NavLayerCurrentMask > > = 1 ;
window - > DC . MenuBarAppending = false ;
}
bool ImGui : : BeginMenu ( const char * label , bool enabled )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
const ImGuiStyle & style = g . Style ;
const ImGuiID id = window - > GetID ( label ) ;
ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
bool pressed ;
bool menu_is_open = IsPopupOpen ( id ) ;
bool menuset_is_open = ! ( window - > Flags & ImGuiWindowFlags_Popup ) & & ( g . OpenPopupStack . Size > g . CurrentPopupStack . Size & & g . OpenPopupStack [ g . CurrentPopupStack . Size ] . OpenParentId = = window - > IDStack . back ( ) ) ;
ImGuiWindow * backed_nav_window = g . NavWindow ;
if ( menuset_is_open )
g . NavWindow = window ; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
ImVec2 popup_pos , pos = window - > DC . CursorPos ;
if ( window - > DC . LayoutType = = ImGuiLayoutType_Horizontal )
{
// Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction.
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
popup_pos = ImVec2 ( pos . x - window - > WindowPadding . x , pos . y - style . FramePadding . y + window - > MenuBarHeight ( ) ) ;
window - > DC . CursorPos . x + = ( float ) ( int ) ( style . ItemSpacing . x * 0.5f ) ;
PushStyleVar ( ImGuiStyleVar_ItemSpacing , style . ItemSpacing * 2.0f ) ;
float w = label_size . x ;
pressed = Selectable ( label , menu_is_open , ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ( ! enabled ? ImGuiSelectableFlags_Disabled : 0 ) , ImVec2 ( w , 0.0f ) ) ;
PopStyleVar ( ) ;
window - > DC . CursorPos . x + = ( float ) ( int ) ( style . ItemSpacing . x * ( - 1.0f + 0.5f ) ) ; // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
// Menu inside a menu
popup_pos = ImVec2 ( pos . x , pos . y - style . WindowPadding . y ) ;
float w = window - > MenuColumns . DeclColumns ( label_size . x , 0.0f , ( float ) ( int ) ( g . FontSize * 1.20f ) ) ; // Feedback to next frame
float extra_w = ImMax ( 0.0f , GetContentRegionAvail ( ) . x - w ) ;
pressed = Selectable ( label , menu_is_open , ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | ( ! enabled ? ImGuiSelectableFlags_Disabled : 0 ) , ImVec2 ( w , 0.0f ) ) ;
if ( ! enabled ) PushStyleColor ( ImGuiCol_Text , g . Style . Colors [ ImGuiCol_TextDisabled ] ) ;
RenderArrow ( pos + ImVec2 ( window - > MenuColumns . Pos [ 2 ] + extra_w + g . FontSize * 0.30f , 0.0f ) , ImGuiDir_Right ) ;
if ( ! enabled ) PopStyleColor ( ) ;
}
const bool hovered = enabled & & ItemHoverable ( window - > DC . LastItemRect , id ) ;
if ( menuset_is_open )
g . NavWindow = backed_nav_window ;
bool want_open = false , want_close = false ;
if ( window - > DC . LayoutType = = ImGuiLayoutType_Vertical ) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
{
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_within_opened_triangle = false ;
if ( g . HoveredWindow = = window & & g . OpenPopupStack . Size > g . CurrentPopupStack . Size & & g . OpenPopupStack [ g . CurrentPopupStack . Size ] . ParentWindow = = window & & ! ( window - > Flags & ImGuiWindowFlags_MenuBar ) )
{
if ( ImGuiWindow * next_window = g . OpenPopupStack [ g . CurrentPopupStack . Size ] . Window )
{
ImRect next_window_rect = next_window - > Rect ( ) ;
ImVec2 ta = g . IO . MousePos - g . IO . MouseDelta ;
ImVec2 tb = ( window - > Pos . x < next_window - > Pos . x ) ? next_window_rect . GetTL ( ) : next_window_rect . GetTR ( ) ;
ImVec2 tc = ( window - > Pos . x < next_window - > Pos . x ) ? next_window_rect . GetBL ( ) : next_window_rect . GetBR ( ) ;
float extra = ImClamp ( ImFabs ( ta . x - tb . x ) * 0.30f , 5.0f , 30.0f ) ; // add a bit of extra slack.
ta . x + = ( window - > Pos . x < next_window - > Pos . x ) ? - 0.5f : + 0.5f ; // to avoid numerical issues
tb . y = ta . y + ImMax ( ( tb . y - extra ) - ta . y , - 100.0f ) ; // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc . y = ta . y + ImMin ( ( tc . y + extra ) - ta . y , + 100.0f ) ;
moving_within_opened_triangle = ImTriangleContainsPoint ( ta , tb , tc , g . IO . MousePos ) ;
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
}
}
want_close = ( menu_is_open & & ! hovered & & g . HoveredWindow = = window & & g . HoveredIdPreviousFrame ! = 0 & & g . HoveredIdPreviousFrame ! = id & & ! moving_within_opened_triangle ) ;
want_open = ( ! menu_is_open & & hovered & & ! moving_within_opened_triangle ) | | ( ! menu_is_open & & hovered & & pressed ) ;
if ( g . NavActivateId = = id )
{
want_close = menu_is_open ;
want_open = ! menu_is_open ;
}
if ( g . NavId = = id & & g . NavMoveRequest & & g . NavMoveDir = = ImGuiDir_Right ) // Nav-Right to open
{
want_open = true ;
NavMoveRequestCancel ( ) ;
}
}
else
{
// Menu bar
if ( menu_is_open & & pressed & & menuset_is_open ) // Click an open menu again to close it
{
want_close = true ;
want_open = menu_is_open = false ;
}
else if ( pressed | | ( hovered & & menuset_is_open & & ! menu_is_open ) ) // First click to open, then hover to open others
{
want_open = true ;
}
else if ( g . NavId = = id & & g . NavMoveRequest & & g . NavMoveDir = = ImGuiDir_Down ) // Nav-Down to open
{
want_open = true ;
NavMoveRequestCancel ( ) ;
}
}
if ( ! enabled ) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true ;
if ( want_close & & IsPopupOpen ( id ) )
ClosePopupToLevel ( g . CurrentPopupStack . Size ) ;
if ( ! menu_is_open & & want_open & & g . OpenPopupStack . Size > g . CurrentPopupStack . Size )
{
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup ( label ) ;
return false ;
}
menu_is_open | = want_open ;
if ( want_open )
OpenPopup ( label ) ;
if ( menu_is_open )
{
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
SetNextWindowPos ( popup_pos , ImGuiCond_Always ) ;
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus ;
if ( window - > Flags & ( ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu ) )
flags | = ImGuiWindowFlags_ChildWindow ;
menu_is_open = BeginPopupEx ( id , flags ) ; // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
}
return menu_is_open ;
}
void ImGui : : EndMenu ( )
{
// Nav: When a left move request _within our child menu_ failed, close the menu.
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
ImGuiContext & g = * GImGui ;
ImGuiWindow * window = g . CurrentWindow ;
if ( g . NavWindow & & g . NavWindow - > ParentWindow = = window & & g . NavMoveDir = = ImGuiDir_Left & & NavMoveRequestButNoResultYet ( ) & & window - > DC . LayoutType = = ImGuiLayoutType_Vertical )
{
ClosePopupToLevel ( g . OpenPopupStack . Size - 1 ) ;
NavMoveRequestCancel ( ) ;
}
EndPopup ( ) ;
}
bool ImGui : : MenuItem ( const char * label , const char * shortcut , bool selected , bool enabled )
{
ImGuiWindow * window = GetCurrentWindow ( ) ;
if ( window - > SkipItems )
return false ;
ImGuiContext & g = * GImGui ;
ImGuiStyle & style = g . Style ;
ImVec2 pos = window - > DC . CursorPos ;
ImVec2 label_size = CalcTextSize ( label , NULL , true ) ;
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ( enabled ? 0 : ImGuiSelectableFlags_Disabled ) ;
bool pressed ;
if ( window - > DC . LayoutType = = ImGuiLayoutType_Horizontal )
{
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
// Note that in this situation we render neither the shortcut neither the selected tick mark
float w = label_size . x ;
window - > DC . CursorPos . x + = ( float ) ( int ) ( style . ItemSpacing . x * 0.5f ) ;
PushStyleVar ( ImGuiStyleVar_ItemSpacing , style . ItemSpacing * 2.0f ) ;
pressed = Selectable ( label , false , flags , ImVec2 ( w , 0.0f ) ) ;
PopStyleVar ( ) ;
window - > DC . CursorPos . x + = ( float ) ( int ) ( style . ItemSpacing . x * ( - 1.0f + 0.5f ) ) ; // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
ImVec2 shortcut_size = shortcut ? CalcTextSize ( shortcut , NULL ) : ImVec2 ( 0.0f , 0.0f ) ;
float w = window - > MenuColumns . DeclColumns ( label_size . x , shortcut_size . x , ( float ) ( int ) ( g . FontSize * 1.20f ) ) ; // Feedback for next frame
float extra_w = ImMax ( 0.0f , GetContentRegionAvail ( ) . x - w ) ;
pressed = Selectable ( label , false , flags | ImGuiSelectableFlags_DrawFillAvailWidth , ImVec2 ( w , 0.0f ) ) ;
if ( shortcut_size . x > 0.0f )
{
PushStyleColor ( ImGuiCol_Text , g . Style . Colors [ ImGuiCol_TextDisabled ] ) ;
RenderText ( pos + ImVec2 ( window - > MenuColumns . Pos [ 1 ] + extra_w , 0.0f ) , shortcut , NULL , false ) ;
PopStyleColor ( ) ;
}
if ( selected )
RenderCheckMark ( pos + ImVec2 ( window - > MenuColumns . Pos [ 2 ] + extra_w + g . FontSize * 0.40f , g . FontSize * 0.134f * 0.5f ) , GetColorU32 ( enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled ) , g . FontSize * 0.866f ) ;
}
return pressed ;
}
bool ImGui : : MenuItem ( const char * label , const char * shortcut , bool * p_selected , bool enabled )
{
if ( MenuItem ( label , shortcut , p_selected ? * p_selected : false , enabled ) )
{
if ( p_selected )
* p_selected = ! * p_selected ;
return true ;
}
return false ;
}