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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 ) ;
}
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//-------------------------------------------------------------------------
// WIDGETS: Combo Box
// - BeginCombo()
// - EndCombo()
// - Combo()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Data Type and Data Formatting Helpers [Internal]
// - PatchFormatStringFloatToInt()
// - DataTypeFormatString()
// - DataTypeApplyOp()
// - DataTypeApplyOpFromText()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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// WIDGETS: Drags
// - DragBehaviorT<>() [Internal]
// - DragBehavior() [Internal]
// - DragScalar()
// - DragScalarN()
// - DragFloat()
// - DragFloat2()
// - DragFloat3()
// - DragFloat4()
// - DragFloatRange2()
// - DragInt()
// - DragInt2()
// - DragInt3()
// - DragInt4()
// - DragIntRange2()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Sliders
// - SliderBehaviorT<>() [Internal]
// - SliderBehavior() [Internal]
// - SliderScalar()
// - SliderScalarN()
// - SliderFloat()
// - SliderFloat2()
// - SliderFloat3()
// - SliderFloat4()
// - SliderAngle()
// - SliderInt()
// - SliderInt2()
// - SliderInt3()
// - SliderInt4()
// - VSliderScalar()
// - VSliderFloat()
// - VSliderInt()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Inputs (_excepted InputText_)
// - ImParseFormatFindStart()
// - ImParseFormatFindEnd()
// - ImParseFormatTrimDecorations()
// - ImParseFormatPrecision()
// - InputScalarAsWidgetReplacement() [Internal]
// - InputScalar()
// - InputScalarN()
// - InputFloat()
// - InputFloat2()
// - InputFloat3()
// - InputFloat4()
// - InputInt()
// - InputInt2()
// - InputInt3()
// - InputInt4()
// - InputDouble()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: InputText
// - InputText()
// - InputTextMultiline()
// - InputTextEx() [Internal]
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Color Editor / Picker
// - ColorEdit3()
// - ColorEdit4()
// - ColorPicker3()
// - RenderColorRectWithAlphaCheckerboard() [Internal]
// - ColorPicker4()
// - ColorButton()
// - SetColorEditOptions()
// - ColorTooltip() [Internal]
// - ColorEditOptionsPopup() [Internal]
// - ColorPickerOptionsPopup() [Internal]
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Trees
// - TreeNode()
// - TreeNodeV()
// - TreeNodeEx()
// - TreeNodeExV()
// - TreeNodeBehavior() [Internal]
// - TreePush()
// - TreePop()
// - TreeAdvanceToLabelPos()
// - GetTreeNodeToLabelSpacing()
// - SetNextTreeNodeOpen()
// - CollapsingHeader()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Selectables
// - Selectable()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: List Box
// - ListBox()
// - ListBoxHeader()
// - ListBoxFooter()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Data Plotting
// - PlotEx() [Internal]
// - PlotLines()
// - PlotHistogram()
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
// WIDGETS: Value() helpers
// - Value()
//-------------------------------------------------------------------------
2018-08-29 03:59:14 +08:00
//-------------------------------------------------------------------------
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// WIDGETS: Menus
// - BeginMainMenuBar()
// - EndMainMenuBar()
// - BeginMenuBar()
// - EndMenuBar()
// - BeginMenu()
// - EndMenu()
// - MenuItem()
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//-------------------------------------------------------------------------