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mirror of https://github.com/k4zmu2a/SpaceCadetPinball.git synced 2024-11-22 02:32:39 +01:00

Updated ImGui to v1.89.2 WIP.

Fixed IdxOffset support in imgui_sdl.
This commit is contained in:
Muzychenko Andrey 2022-12-11 07:57:49 +03:00
parent 3109a8ea75
commit ab3f3bd12b
17 changed files with 8734 additions and 4441 deletions

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@ -33,7 +33,7 @@ void font_selection::RenderDialog()
{ {
ImGui::Text("Font file to use: "); ImGui::Text("Font file to use: ");
ImGui::SameLine(); ImGui::SameLine();
ImGui::InputText("", DialogInputBuffer, IM_ARRAYSIZE(DialogInputBuffer)); ImGui::InputText("##Font", DialogInputBuffer, IM_ARRAYSIZE(DialogInputBuffer));
if (ImGui::Button(pb::get_rc_string(Msg::HIGHSCORES_Ok))) if (ImGui::Button(pb::get_rc_string(Msg::HIGHSCORES_Ok)))
{ {

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@ -27,13 +27,14 @@
//#define IMGUI_API __declspec( dllimport ) //#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
//---- Disable all of Dear ImGui or don't implement standard windows. //---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. // It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. //#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty. //#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
//---- Don't implement some functions to reduce linkage requirements. //---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
@ -61,12 +62,13 @@
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. // By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) //---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. // Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
// #define IMGUI_USE_STB_SPRINTF //#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
@ -80,12 +82,12 @@
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations. // This will be inlined as part of ImVec2 and ImVec4 class declarations.
/* /*
#define IM_VEC2_CLASS_EXTRA \ #define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); } operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \ #define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); } operator MyVec4() const { return MyVec4(x,y,z,w); }
*/ */
@ -106,11 +108,6 @@
//#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak() //#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
// This adds a small runtime cost which is why it is not enabled by default.
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
//---- Debug Tools: Enable slower asserts //---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID //#define IMGUI_DEBUG_PARANOID

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@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP // dear imgui, v1.89.2 WIP
// (drawing and font code) // (drawing and font code)
/* /*
@ -39,25 +39,12 @@ Index of this file:
#endif #endif
#include <stdio.h> // vsnprintf, sscanf, printf #include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca)
#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32)
#include <malloc.h> // alloca
#if !defined(alloca)
#define alloca _alloca // for clang with MS Codegen
#endif
#else
#include <stdlib.h> // alloca
#endif
#endif
// Visual Studio warnings // Visual Studio warnings
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead.
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#endif #endif
@ -67,9 +54,6 @@ Index of this file:
#if __has_warning("-Wunknown-warning-option") #if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif #endif
#if __has_warning("-Walloca")
#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
@ -90,7 +74,7 @@ Index of this file:
#endif #endif
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// [SECTION] STB libraries implementation // [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// Compile time options: // Compile time options:
@ -393,7 +377,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{ {
const float radius = (float)i; const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
} }
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
} }
@ -402,10 +386,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
void ImDrawList::_ResetForNewFrame() void ImDrawList::_ResetForNewFrame()
{ {
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC) IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
CmdBuffer.resize(0); CmdBuffer.resize(0);
IdxBuffer.resize(0); IdxBuffer.resize(0);
@ -464,15 +447,18 @@ void ImDrawList::AddDrawCmd()
// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL // Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
void ImDrawList::_PopUnusedDrawCmd() void ImDrawList::_PopUnusedDrawCmd()
{ {
if (CmdBuffer.Size == 0) while (CmdBuffer.Size > 0)
return; {
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
return;// break;
CmdBuffer.pop_back(); CmdBuffer.pop_back();
}
} }
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{ {
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->UserCallback == NULL); IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0) if (curr_cmd->ElemCount != 0)
@ -487,16 +473,18 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
} }
// Compare ClipRect, TextureId and VtxOffset with a single memcmp() // Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) #define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset #define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset #define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
// Try to merge two last draw commands // Try to merge two last draw commands
void ImDrawList::_TryMergeDrawCmds() void ImDrawList::_TryMergeDrawCmds()
{ {
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* prev_cmd = curr_cmd - 1; ImDrawCmd* prev_cmd = curr_cmd - 1;
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
{ {
prev_cmd->ElemCount += curr_cmd->ElemCount; prev_cmd->ElemCount += curr_cmd->ElemCount;
CmdBuffer.pop_back(); CmdBuffer.pop_back();
@ -508,6 +496,7 @@ void ImDrawList::_TryMergeDrawCmds()
void ImDrawList::_OnChangedClipRect() void ImDrawList::_OnChangedClipRect()
{ {
// If current command is used with different settings we need to add a new command // If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
{ {
@ -518,7 +507,7 @@ void ImDrawList::_OnChangedClipRect()
// Try to merge with previous command if it matches, else use current command // Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1; ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{ {
CmdBuffer.pop_back(); CmdBuffer.pop_back();
return; return;
@ -530,6 +519,7 @@ void ImDrawList::_OnChangedClipRect()
void ImDrawList::_OnChangedTextureID() void ImDrawList::_OnChangedTextureID()
{ {
// If current command is used with different settings we need to add a new command // If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
{ {
@ -540,7 +530,7 @@ void ImDrawList::_OnChangedTextureID()
// Try to merge with previous command if it matches, else use current command // Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1; ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{ {
CmdBuffer.pop_back(); CmdBuffer.pop_back();
return; return;
@ -553,6 +543,7 @@ void ImDrawList::_OnChangedVtxOffset()
{ {
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0; _VtxCurrentIdx = 0;
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
if (curr_cmd->ElemCount != 0) if (curr_cmd->ElemCount != 0)
@ -575,7 +566,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
} }
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
{ {
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect) if (intersect_with_current_clip_rect)
@ -748,7 +739,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
// Temporary buffer // Temporary buffer
// The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));
ImVec2* temp_normals = _Data->TempBuffer.Data;
ImVec2* temp_points = temp_normals + points_count; ImVec2* temp_points = temp_normals + points_count;
// Calculate normals (tangents) for each line segment // Calculate normals (tangents) for each line segment
@ -968,7 +960,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
} }
} }
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. // - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{ {
if (points_count < 3) if (points_count < 3)
@ -995,7 +988,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
} }
// Compute normals // Compute normals
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 _Data->TempBuffer.reserve_discard(points_count);
ImVec2* temp_normals = _Data->TempBuffer.Data;
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{ {
const ImVec2& p0 = points[i0]; const ImVec2& p0 = points[i0];
@ -1052,7 +1046,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1144,7 +1138,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1163,7 +1157,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl
// 0: East, 3: South, 6: West, 9: North, 12: East // 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1173,7 +1167,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{ {
if (radius <= 0.0f) if (radius < 0.5f)
{ {
_Path.push_back(center); _Path.push_back(center);
return; return;
@ -1201,8 +1195,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start) if (a_emit_start)
@ -1289,6 +1283,7 @@ void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, cons
ImVec2 p1 = _Path.back(); ImVec2 p1 = _Path.back();
if (num_segments == 0) if (num_segments == 0)
{ {
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
} }
else else
@ -1304,6 +1299,7 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3,
ImVec2 p1 = _Path.back(); ImVec2 p1 = _Path.back();
if (num_segments == 0) if (num_segments == 0)
{ {
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
} }
else else
@ -1318,6 +1314,7 @@ IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
{ {
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsoleted in 1.82 (from February 2021)
// Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
// ~0 --> ImDrawFlags_RoundCornersAll or 0 // ~0 --> ImDrawFlags_RoundCornersAll or 0
if (flags == ~0) if (flags == ~0)
@ -1354,7 +1351,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{ {
PathLineTo(a); PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y)); PathLineTo(ImVec2(b.x, a.y));
@ -1400,7 +1397,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c
{ {
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{ {
PrimReserve(6, 4); PrimReserve(6, 4);
PrimRect(p_min, p_max, col); PrimRect(p_min, p_max, col);
@ -1476,7 +1473,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{ {
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return; return;
if (num_segments <= 0) if (num_segments <= 0)
@ -1500,7 +1497,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{ {
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return; return;
if (num_segments <= 0) if (num_segments <= 0)
@ -1640,7 +1637,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
return; return;
flags = FixRectCornerFlags(flags); flags = FixRectCornerFlags(flags);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{ {
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return; return;
@ -1728,13 +1725,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
for (int i = 1; i < _Count; i++) for (int i = 1; i < _Count; i++)
{ {
ImDrawChannel& ch = _Channels[i]; ImDrawChannel& ch = _Channels[i];
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
// Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
ch._CmdBuffer.pop_back(); ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{ {
// Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
// Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
{ {
@ -1919,37 +1916,38 @@ ImFontConfig::ImFontConfig()
// A work of art lies ahead! (. = white layer, X = black layer, others are blank) // A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. // The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing. // (This is used when io.MouseDrawCursor = true)
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{ {
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
"X - X.X - X.....X - X.....X -X...X - X...X- X..X " "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X " "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X " "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
" X..X - X...X - X...X - X..X X..X - - X........X " " X..X - - X...X - X...X - X..X X..X - - X........X - "
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
"------------ - X - X -X.....................X- ------------------" "------------- - X - X -X.....................X- ------------------- "
" ----------------------------------- X...XXXXXXXXXXXXX...X - " " ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - " " - X..X X..X - "
" - X.X X.X - " " - X.X X.X - "
" - XX XX - " " - XX XX - "
}; };
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
@ -1963,6 +1961,7 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
}; };
ImFontAtlas::ImFontAtlas() ImFontAtlas::ImFontAtlas()
@ -2290,10 +2289,11 @@ void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], fl
void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
{ {
IM_ASSERT_PARANOID(w <= stride);
unsigned char* data = pixels + x + y * stride; unsigned char* data = pixels + x + y * stride;
for (int j = h; j > 0; j--, data += stride) for (int j = h; j > 0; j--, data += stride - w)
for (int i = 0; i < w; i++) for (int i = w; i > 0; i--, data++)
data[i] = table[data[i]]; *data = table[*data];
} }
#ifdef IMGUI_ENABLE_STB_TRUETYPE #ifdef IMGUI_ENABLE_STB_TRUETYPE
@ -2310,7 +2310,7 @@ struct ImFontBuildSrcData
int GlyphsHighest; // Highest requested codepoint int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet)
}; };
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
@ -2630,8 +2630,8 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
for (int i = 0; i < pack_rects.Size; i++) for (int i = 0; i < pack_rects.Size; i++)
if (pack_rects[i].was_packed) if (pack_rects[i].was_packed)
{ {
user_rects[i].X = pack_rects[i].x; user_rects[i].X = (unsigned short)pack_rects[i].x;
user_rects[i].Y = pack_rects[i].y; user_rects[i].Y = (unsigned short)pack_rects[i].y;
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
} }
@ -2731,13 +2731,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
{ {
unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++) for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32_BLACK_TRANS; *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (unsigned int i = 0; i < line_width; i++) for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE; *(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (unsigned int i = 0; i < pad_right; i++) for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
} }
// Calculate UVs for this line // Calculate UVs for this line
@ -2810,6 +2810,17 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
return &ranges[0]; return &ranges[0];
} }
const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0370, 0x03FF, // Greek and Coptic
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesKorean() const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{ {
static const ImWchar ranges[] = static const ImWchar ranges[] =
@ -3073,8 +3084,8 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{ {
for (; ranges[0]; ranges += 2) for (; ranges[0]; ranges += 2)
for (ImWchar c = ranges[0]; c <= ranges[1]; c++) for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
AddChar(c); AddChar((ImWchar)c);
} }
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges) void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
@ -3322,11 +3333,21 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
return &Glyphs.Data[i]; return &Glyphs.Data[i];
} }
// Wrapping skips upcoming blanks
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
{
while (text < text_end && ImCharIsBlankA(*text))
text++;
if (*text == '\n')
text++;
return text;
}
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
{ {
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
// For references, possible wrap point marked with ^ // For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!" // "aaa bbb, ccc,ddd. eee fff. ggg!"
// ^ ^ ^ ^ ^__ ^ ^ // ^ ^ ^ ^ ^__ ^ ^
@ -3338,7 +3359,6 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
// Cut words that cannot possibly fit within one line. // Cut words that cannot possibly fit within one line.
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
float line_width = 0.0f; float line_width = 0.0f;
float word_width = 0.0f; float word_width = 0.0f;
float blank_width = 0.0f; float blank_width = 0.0f;
@ -3418,6 +3438,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
s = next_s; s = next_s;
} }
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
if (s == text && text < text_end)
return s + 1;
return s; return s;
} }
@ -3442,11 +3466,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
{ {
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol) if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
if (s >= word_wrap_eol) if (s >= word_wrap_eol)
{ {
@ -3455,13 +3475,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
text_size.y += line_height; text_size.y += line_height;
line_width = 0.0f; line_width = 0.0f;
word_wrap_eol = NULL; word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
continue; continue;
} }
} }
@ -3516,7 +3530,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
} }
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
{ {
const ImFontGlyph* glyph = FindGlyph(c); const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible) if (!glyph || !glyph->Visible)
@ -3524,38 +3538,48 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
if (glyph->Colored) if (glyph->Colored)
col |= ~IM_COL32_A_MASK; col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = IM_FLOOR(pos.x); float x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y); float y = IM_FLOOR(pos.y);
draw_list->PrimReserve(6, 4); draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
} }
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{ {
if (!text_end) if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect // Align to be pixel perfect
pos.x = IM_FLOOR(pos.x); float x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y); float y = IM_FLOOR(pos.y);
float x = pos.x;
float y = pos.y;
if (y > clip_rect.w) if (y > clip_rect.w)
return; return;
const float start_x = x;
const float scale = size / FontSize; const float scale = size / FontSize;
const float line_height = FontSize * scale; const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f); const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
// Fast-forward to first visible line // Fast-forward to first visible line
const char* s = text_begin; const char* s = text_begin;
if (y + line_height < clip_rect.y && !word_wrap_enabled) if (y + line_height < clip_rect.y)
while (y + line_height < clip_rect.y && s < text_end) while (y + line_height < clip_rect.y && s < text_end)
{ {
s = (const char*)memchr(s, '\n', text_end - s); const char* line_end = (const char*)memchr(s, '\n', text_end - s);
s = s ? s + 1 : text_end; const char* line_next = line_end ? line_end + 1 : text_end;
if (word_wrap_enabled)
{
// FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
// If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
// However it is still better than nothing performing the fast-forward!
s = CalcWordWrapPositionA(scale, s, line_next, wrap_width);
s = CalcWordWrapNextLineStartA(s, text_end);
}
else
{
s = line_next;
}
y += line_height; y += line_height;
} }
@ -3587,6 +3611,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
const ImU32 col_untinted = col | ~IM_COL32_A_MASK; const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
const char* word_wrap_eol = NULL;
while (s < text_end) while (s < text_end)
{ {
@ -3594,24 +3619,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
{ {
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol) if (!word_wrap_eol)
{ word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
if (s >= word_wrap_eol) if (s >= word_wrap_eol)
{ {
x = pos.x; x = start_x;
y += line_height; y += line_height;
word_wrap_eol = NULL; word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
continue; continue;
} }
} }
@ -3633,7 +3648,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
{ {
if (c == '\n') if (c == '\n')
{ {
x = pos.x; x = start_x;
y += line_height; y += line_height;
if (y > clip_rect.w) if (y > clip_rect.w)
break; // break out of main loop break; // break out of main loop
@ -3729,7 +3744,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// - RenderArrow() // - RenderArrow()
// - RenderBullet() // - RenderBullet()
// - RenderCheckMark() // - RenderCheckMark()
// - RenderMouseCursor()
// - RenderArrowPointingAt() // - RenderArrowPointingAt()
// - RenderRectFilledRangeH() // - RenderRectFilledRangeH()
// - RenderRectFilledWithHole() // - RenderRectFilledWithHole()
@ -3790,27 +3804,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
draw_list->PathStroke(col, 0, thickness); draw_list->PathStroke(col, 0, thickness);
} }
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
if (mouse_cursor == ImGuiMouseCursor_None)
return;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
pos -= offset;
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. // Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{ {
@ -3893,16 +3886,16 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
draw_list->PathFillConvex(col); draw_list->PathFillConvex(col);
} }
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)
{ {
const bool fill_L = (inner.Min.x > outer.Min.x); const bool fill_L = (inner.Min.x > outer.Min.x);
const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_R = (inner.Max.x < outer.Max.x);
const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_U = (inner.Min.y > outer.Min.y);
const bool fill_D = (inner.Max.y < outer.Max.y); const bool fill_D = (inner.Max.y < outer.Max.y);
if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));
if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));
if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);
if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);
if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);

View File

@ -4,10 +4,10 @@
// (Prefer SDL 2.0.5+ for full feature support.) // (Prefer SDL 2.0.5+ for full feature support.)
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features: // Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@ -18,6 +18,19 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. // 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. // 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
@ -62,25 +75,26 @@
#include <TargetConditionals.h> #include <TargetConditionals.h>
#endif #endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else #else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif #endif
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// SDL Data // SDL Data
struct ImGui_ImplSDL2_Data struct ImGui_ImplSDL2_Data
{ {
SDL_Window* Window; SDL_Window* Window;
Uint64 Time; SDL_Renderer* Renderer;
bool MousePressed[3]; Uint64 Time;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; int MouseButtonsDown;
char* ClipboardTextData; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
bool MouseCanUseGlobalState; int PendingMouseLeaveFrame;
char* ClipboardTextData;
bool MouseCanUseGlobalState;
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); } ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@ -89,7 +103,7 @@ struct ImGui_ImplSDL2_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
} }
// Functions // Functions
@ -107,9 +121,131 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
@ -119,45 +255,60 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
switch (event->type) switch (event->type)
{ {
case SDL_MOUSEWHEEL: case SDL_MOUSEMOTION:
{ {
if (event->wheel.x > 0) io.MouseWheelH += 1; io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
if (event->wheel.x < 0) io.MouseWheelH -= 1;
if (event->wheel.y > 0) io.MouseWheel += 1;
if (event->wheel.y < 0) io.MouseWheel -= 1;
return true; return true;
} }
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEWHEEL:
{ {
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; } float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; } float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; } io.AddMouseWheelEvent(wheel_x, wheel_y);
return true; return true;
} }
case SDL_TEXTINPUT: case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_TEXTINPUT:
{ {
io.AddInputCharactersUTF8(event->text.text); io.AddInputCharactersUTF8(event->text.text);
return true; return true;
} }
case SDL_KEYDOWN: case SDL_KEYDOWN:
case SDL_KEYUP: case SDL_KEYUP:
{ {
int key = event->key.keysym.scancode; ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
#endif
return true; return true;
} }
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
{ {
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED) // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
bd->PendingMouseLeaveFrame = 0;
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true); io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false); io.AddFocusEvent(false);
@ -167,10 +318,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
return false; return false;
} }
static bool ImGui_ImplSDL2_Init(SDL_Window* window) static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position // Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
@ -191,35 +342,12 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window; bd->Window = window;
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state; bd->MouseCanUseGlobalState = mouse_can_use_global_state;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL; io.ClipboardUserData = nullptr;
// Load mouse cursors // Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
@ -232,31 +360,37 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
#ifdef _WIN32 #ifdef _WIN32
SDL_SysWMinfo info; SDL_SysWMinfo info;
SDL_VERSION(&info.version); SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info)) if (SDL_GetWindowWMInfo(window, &info))
io.ImeWindowHandle = info.info.win.window; ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
#else #else
(void)window; (void)window;
#endif #endif
// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH #ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif #endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
return true; return true;
} }
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{ {
IM_UNUSED(sdl_gl_context); // Viewport branch will need this. IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window); return ImGui_ImplSDL2_Init(window, nullptr);
} }
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@ -264,7 +398,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN #if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported"); IM_ASSERT(0 && "Unsupported");
#endif #endif
return ImGui_ImplSDL2_Init(window); return ImGui_ImplSDL2_Init(window, nullptr);
} }
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@ -272,83 +406,63 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32) #if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported"); IM_ASSERT(0 && "Unsupported");
#endif #endif
return ImGui_ImplSDL2_Init(window); return ImGui_ImplSDL2_Init(window, nullptr);
} }
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{ {
return ImGui_ImplSDL2_Init(window); return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer);
} }
void ImGui_ImplSDL2_Shutdown() void ImGui_ImplSDL2_Shutdown()
{ {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]); SDL_FreeCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = NULL; io.BackendPlatformUserData = nullptr;
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDL2_UpdateMousePosAndButtons() static void ImGui_ImplSDL2_UpdateMouseData()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImVec2 mouse_pos_prev = io.MousePos; // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
int mouse_x_local, mouse_y_local;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
SDL_Window* focused_window = SDL_GetKeyboardFocus();
SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
SDL_Window* mouse_window = NULL;
if (hovered_window && bd->Window == hovered_window)
mouse_window = hovered_window;
else if (focused_window && bd->Window == focused_window)
mouse_window = focused_window;
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE); SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else #else
// SDL 2.0.3 and non-windowed systems: single-viewport only const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
#endif #endif
if (is_app_focused)
if (mouse_window == NULL)
return;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
if (bd->MouseCanUseGlobalState)
{ {
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// Unlike local position obtained earlier this will be valid when straying out of bounds. if (io.WantSetMousePos)
int mouse_x_global, mouse_y_global; SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
int window_x, window_y; // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
SDL_GetWindowPosition(mouse_window, &window_x, &window_y); if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); {
} int window_x, window_y, mouse_x_global, mouse_y_global;
else SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
{ SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local); io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
} }
} }
@ -376,42 +490,47 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
static void ImGui_ImplSDL2_UpdateGamepads() static void ImGui_ImplSDL2_UpdateGamepads()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return; return;
// Get gamepad // Get gamepad
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
SDL_GameController* game_controller = nullptr; SDL_GameController* game_controller = nullptr;
if (SDL_NumJoysticks() > 0 && SDL_IsGameController(0)) if (SDL_NumJoysticks() > 0 && SDL_IsGameController(0))
game_controller = SDL_GameControllerOpen(0); game_controller = SDL_GameControllerOpen(0);
if (!game_controller) if (!game_controller)
{
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
return; return;
} io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs // Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; } #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767); MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
#undef MAP_BUTTON #undef MAP_BUTTON
#undef MAP_ANALOG #undef MAP_ANALOG
} }
@ -419,7 +538,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
void ImGui_ImplSDL2_NewFrame() void ImGui_ImplSDL2_NewFrame()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?"); IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
@ -428,7 +547,10 @@ void ImGui_ImplSDL2_NewFrame()
SDL_GetWindowSize(bd->Window, &w, &h); SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0; w = h = 0;
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0) if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
@ -439,7 +561,13 @@ void ImGui_ImplSDL2_NewFrame()
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
ImGui_ImplSDL2_UpdateMousePosAndButtons(); if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
bd->PendingMouseLeaveFrame = 0;
}
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor(); ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)

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@ -3,10 +3,10 @@
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features: // Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@ -19,12 +19,14 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
struct SDL_Window; struct SDL_Window;
struct SDL_Renderer;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);

File diff suppressed because it is too large Load Diff

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@ -607,11 +607,11 @@ namespace ImGuiSDL
{ {
auto commandList = drawData->CmdLists[n]; auto commandList = drawData->CmdLists[n];
auto vertexBuffer = commandList->VtxBuffer; auto vertexBuffer = commandList->VtxBuffer;
auto indexBuffer = commandList->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < commandList->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < commandList->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* drawCommand = &commandList->CmdBuffer[cmd_i]; const ImDrawCmd* drawCommand = &commandList->CmdBuffer[cmd_i];
auto indexBuffer = commandList->IdxBuffer.Data + drawCommand->IdxOffset;
const Device::ClipRect clipRect = { const Device::ClipRect clipRect = {
static_cast<int>(drawCommand->ClipRect.x), static_cast<int>(drawCommand->ClipRect.x),
@ -693,8 +693,6 @@ namespace ImGuiSDL
} }
} }
} }
indexBuffer += drawCommand->ElemCount;
} }
} }

View File

@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP // dear imgui, v1.89.2 WIP
// (tables and columns code) // (tables and columns code)
/* /*
@ -24,7 +24,7 @@ Index of this file:
*/ */
// Navigating this file: // Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -324,7 +324,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
const ImVec2 avail_size = GetContentRegionAvail(); const ImVec2 avail_size = GetContentRegionAvail();
ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
if (use_child_window && IsClippedEx(outer_rect, 0, false)) if (use_child_window && IsClippedEx(outer_rect, 0))
{ {
ItemSize(outer_rect); ItemSize(outer_rect);
return false; return false;
@ -340,10 +340,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Acquire temporary buffers // Acquire temporary buffers
const int table_idx = g.Tables.GetIndex(table); const int table_idx = g.Tables.GetIndex(table);
g.CurrentTableStackIdx++; if (++g.TablesTempDataStacked > g.TablesTempData.Size)
if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size) g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());
g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData()); ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];
ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx];
temp_data->TableIndex = table_idx; temp_data->TableIndex = table_idx;
table->DrawSplitter = &table->TempData->DrawSplitter; table->DrawSplitter = &table->TempData->DrawSplitter;
table->DrawSplitter->Clear(); table->DrawSplitter->Clear();
@ -362,6 +361,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->IsLayoutLocked = false; table->IsLayoutLocked = false;
table->InnerWidth = inner_width; table->InnerWidth = inner_width;
temp_data->UserOuterSize = outer_size; temp_data->UserOuterSize = outer_size;
if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no)
table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
// When not using a child window, WorkRect.Max will grow as we append contents. // When not using a child window, WorkRect.Max will grow as we append contents.
if (use_child_window) if (use_child_window)
@ -394,6 +395,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->OuterRect = table->InnerWindow->Rect(); table->OuterRect = table->InnerWindow->Rect();
table->InnerRect = table->InnerWindow->InnerRect; table->InnerRect = table->InnerWindow->InnerRect;
IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
// When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
if (instance_no == 0)
{
table->HasScrollbarYPrev = table->HasScrollbarYCurr;
table->HasScrollbarYCurr = false;
}
table->HasScrollbarYCurr |= (table->InnerWindow->ScrollMax.y > 0.0f);
} }
else else
{ {
@ -538,7 +547,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
{ {
const float scale_factor = new_ref_scale_unit / table->RefScale; const float scale_factor = new_ref_scale_unit / table->RefScale;
//IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
for (int n = 0; n < columns_count; n++) for (int n = 0; n < columns_count; n++)
table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
} }
@ -564,6 +573,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
// + 1 (for table->RawData allocated below) // + 1 (for table->RawData allocated below)
// + 1 (for table->ColumnsNames, if names are used) // + 1 (for table->ColumnsNames, if names are used)
// Shared allocations per number of nested tables
// + 1 (for table->Splitter._Channels) // + 1 (for table->Splitter._Channels)
// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. // Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.
@ -886,11 +896,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
sum_width_requests += table->CellPaddingX * 2.0f; sum_width_requests += table->CellPaddingX * 2.0f;
} }
table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
table->ColumnsStretchSumWeights = stretch_sum_weights;
// [Part 4] Apply final widths based on requested widths // [Part 4] Apply final widths based on requested widths
const ImRect work_rect = table->WorkRect; const ImRect work_rect = table->WorkRect;
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
@ -933,10 +945,19 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
width_remaining_for_stretched_columns -= 1.0f; width_remaining_for_stretched_columns -= 1.0f;
} }
// Determine if table is hovered which will be used to flag columns as hovered.
// - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
// but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily
// clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
// - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table->HoveredColumnBody = -1; table->HoveredColumnBody = -1;
table->HoveredColumnBorder = -1; table->HoveredColumnBorder = -1;
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
const ImGuiID backup_active_id = g.ActiveId;
g.ActiveId = 0;
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);
g.ActiveId = backup_active_id;
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
@ -952,7 +973,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
const int column_n = table->DisplayOrderToIndex[order_n]; const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiTableColumn* column = &table->Columns[column_n];
column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
if (offset_x_frozen && table->FreezeColumnsCount == visible_n) if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
{ {
@ -1096,23 +1117,15 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// [Part 10] Hit testing on borders // [Part 10] Hit testing on borders
if (table->Flags & ImGuiTableFlags_Resizable) if (table->Flags & ImGuiTableFlags_Resizable)
TableUpdateBorders(table); TableUpdateBorders(table);
table->LastFirstRowHeight = 0.0f; table_instance->LastFirstRowHeight = 0.0f;
table->IsLayoutLocked = true; table->IsLayoutLocked = true;
table->IsUsingHeaders = false; table->IsUsingHeaders = false;
// [Part 11] Context menu // [Part 11] Context menu
if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) if (TableBeginContextMenuPopup(table))
{ {
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); TableDrawContextMenu(table);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) EndPopup();
{
TableDrawContextMenu(table);
EndPopup();
}
else
{
table->IsContextPopupOpen = false;
}
} }
// [Part 13] Sanitize and build sort specs before we have a change to use them for display. // [Part 13] Sanitize and build sort specs before we have a change to use them for display.
@ -1120,6 +1133,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))
TableSortSpecsBuild(table); TableSortSpecsBuild(table);
// [Part 14] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)
if (table->FreezeColumnsRequest > 0)
table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;
if (table->FreezeRowsRequest > 0)
table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
table_instance->LastFrozenHeight = 0.0f;
// Initial state // Initial state
ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* inner_window = table->InnerWindow;
if (table->Flags & ImGuiTableFlags_NoClip) if (table->Flags & ImGuiTableFlags_NoClip)
@ -1141,10 +1161,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
// use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected. // Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
const float hit_y1 = table->OuterRect.Min.y; const float hit_y1 = table->OuterRect.Min.y;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++) for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{ {
@ -1166,11 +1187,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
//GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
KeepAliveID(column_id);
bool hovered = false, held = false; bool hovered = false, held = false;
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
if (pressed && IsMouseDoubleClicked(0)) if (pressed && IsMouseDoubleClicked(0))
{ {
TableSetColumnWidthAutoSingle(table, column_n); TableSetColumnWidthAutoSingle(table, column_n);
@ -1223,6 +1244,7 @@ void ImGui::EndTable()
TableOpenContextMenu((int)table->HoveredColumnBody); TableOpenContextMenu((int)table->HoveredColumnBody);
// Finalize table height // Finalize table height
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
@ -1233,7 +1255,7 @@ void ImGui::EndTable()
else if (!(flags & ImGuiTableFlags_NoHostExtendY)) else if (!(flags & ImGuiTableFlags_NoHostExtendY))
table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
table->LastOuterHeight = table->OuterRect.GetHeight(); table_instance->LastOuterHeight = table->OuterRect.GetHeight();
// Setup inner scrolling range // Setup inner scrolling range
// FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
@ -1279,17 +1301,23 @@ void ImGui::EndTable()
splitter->Merge(inner_window->DrawList); splitter->Merge(inner_window->DrawList);
// Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); float auto_fit_width_for_fixed = 0.0f;
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; float auto_fit_width_for_stretched = 0.0f;
float auto_fit_width_for_stretched_min = 0.0f;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) if (table->EnabledMaskByIndex & ((ImU64)1 << column_n))
{ {
ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
table->ColumnsAutoFitWidth += column->WidthRequest; if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
auto_fit_width_for_fixed += column_width_request;
else else
table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column); auto_fit_width_for_stretched += column_width_request;
if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
} }
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
// Update scroll // Update scroll
if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
@ -1381,9 +1409,8 @@ void ImGui::EndTable()
// Clear or restore current table, if any // Clear or restore current table, if any
IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
IM_ASSERT(g.CurrentTableStackIdx >= 0); IM_ASSERT(g.TablesTempDataStacked > 0);
g.CurrentTableStackIdx--; temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL;
g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
if (g.CurrentTable) if (g.CurrentTable)
{ {
@ -1479,6 +1506,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
{ {
int order_n = table->DisplayOrderToIndex[column_n]; int order_n = table->DisplayOrderToIndex[column_n];
@ -1569,18 +1597,21 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
// Return the cell rectangle based on currently known height. // Return the cell rectangle based on currently known height.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. // - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. // The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right // - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border. // columns report a small offset so their CellBgRect can extend up to the outer border.
// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
{ {
const ImGuiTableColumn* column = &table->Columns[column_n]; const ImGuiTableColumn* column = &table->Columns[column_n];
float x1 = column->MinX; float x1 = column->MinX;
float x2 = column->MaxX; float x2 = column->MaxX;
if (column->PrevEnabledColumn == -1) //if (column->PrevEnabledColumn == -1)
x1 -= table->CellSpacingX1; // x1 -= table->OuterPaddingX;
if (column->NextEnabledColumn == -1) //if (column->NextEnabledColumn == -1)
x2 += table->CellSpacingX2; // x2 += table->OuterPaddingX;
x1 = ImMax(x1, table->WorkRect.Min.x);
x2 = ImMin(x2, table->WorkRect.Max.x);
return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
} }
@ -1710,6 +1741,8 @@ void ImGui::TableBeginRow(ImGuiTable* table)
table->RowTextBaseline = 0.0f; table->RowTextBaseline = 0.0f;
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.IsSameLine = window->DC.IsSetPos = false;
window->DC.CursorMaxPos.y = next_y1; window->DC.CursorMaxPos.y = next_y1;
// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
@ -1746,7 +1779,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
if (table->CurrentRow == 0) if (table->CurrentRow == 0)
table->LastFirstRowHeight = bg_y2 - bg_y1; TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
if (is_visible) if (is_visible)
@ -1797,10 +1830,12 @@ void ImGui::TableEndRow(ImGuiTable* table)
ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
{ {
// As we render the BG here we need to clip things (for layout we would not)
// FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
cell_bg_rect.ClipWith(table->BgClipRect); cell_bg_rect.ClipWith(table->BgClipRect);
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
} }
@ -1820,17 +1855,15 @@ void ImGui::TableEndRow(ImGuiTable* table)
// get the new cursor position. // get the new cursor position.
if (unfreeze_rows_request) if (unfreeze_rows_request)
for (int column_n = 0; column_n < table->ColumnsCount; column_n++) for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{ table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
ImGuiTableColumn* column = &table->Columns[column_n];
column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);
}
if (unfreeze_rows_actual) if (unfreeze_rows_actual)
{ {
IM_ASSERT(table->IsUnfrozenRows == false); IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true; table->IsUnfrozenRows = true;
TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y;
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
@ -1989,6 +2022,9 @@ void ImGui::TableEndCell(ImGuiTable* table)
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
ImGuiWindow* window = table->InnerWindow; ImGuiWindow* window = table->InnerWindow;
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
// Report maximum position so we can infer content size per column. // Report maximum position so we can infer content size per column.
float* p_max_pos_x; float* p_max_pos_x;
if (table->RowFlags & ImGuiTableRowFlags_Headers) if (table->RowFlags & ImGuiTableRowFlags_Headers)
@ -2083,7 +2119,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
return; return;
//IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
// In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
@ -2353,7 +2389,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
// Don't attempt to merge if there are multiple draw calls within the column // Don't attempt to merge if there are multiple draw calls within the column
ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
src_channel->_CmdBuffer.pop_back(); src_channel->_CmdBuffer.pop_back();
if (src_channel->_CmdBuffer.Size != 1) if (src_channel->_CmdBuffer.Size != 1)
continue; continue;
@ -2497,10 +2533,11 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
// Draw inner border and resizing feedback // Draw inner border and resizing feedback
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float border_size = TABLE_BORDER_SIZE; const float border_size = TABLE_BORDER_SIZE;
const float draw_y1 = table->InnerRect.Min.y; const float draw_y1 = table->InnerRect.Min.y;
const float draw_y2_body = table->InnerRect.Max.y; const float draw_y2_body = table->InnerRect.Max.y;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;
if (table->Flags & ImGuiTableFlags_BordersInnerV) if (table->Flags & ImGuiTableFlags_BordersInnerV)
{ {
for (int order_n = 0; order_n < table->ColumnsCount; order_n++) for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
@ -2982,7 +3019,7 @@ void ImGui::TableHeader(const char* label)
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) if (text_clipped && hovered && g.ActiveId == 0 && IsItemHovered(ImGuiHoveredFlags_DelayNormal))
SetTooltip("%.*s", (int)(label_end - label), label); SetTooltip("%.*s", (int)(label_end - label), label);
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
@ -3017,6 +3054,17 @@ void ImGui::TableOpenContextMenu(int column_n)
} }
} }
bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
{
if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
return false;
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
return true;
table->IsContextPopupOpen = false;
return false;
}
// Output context menu into current window (generally a popup) // Output context menu into current window (generally a popup)
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
void ImGui::TableDrawContextMenu(ImGuiTable* table) void ImGui::TableDrawContextMenu(ImGuiTable* table)
@ -3036,15 +3084,15 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
if (column != NULL) if (column != NULL)
{ {
const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
TableSetColumnWidthAutoSingle(table, column_n); TableSetColumnWidthAutoSingle(table, column_n);
} }
const char* size_all_desc; const char* size_all_desc;
if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
size_all_desc = "Size all columns to fit###SizeAll"; // All fixed size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed
else else
size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed
if (MenuItem(size_all_desc, NULL)) if (MenuItem(size_all_desc, NULL))
TableSetColumnWidthAutoAll(table); TableSetColumnWidthAutoAll(table);
want_separator = true; want_separator = true;
@ -3053,7 +3101,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
// Ordering // Ordering
if (table->Flags & ImGuiTableFlags_Reorderable) if (table->Flags & ImGuiTableFlags_Reorderable)
{ {
if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
table->IsResetDisplayOrderRequest = true; table->IsResetDisplayOrderRequest = true;
want_separator = true; want_separator = true;
} }
@ -3422,9 +3470,8 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
} }
} }
void ImGui::TableSettingsInstallHandler(ImGuiContext* context) void ImGui::TableSettingsAddSettingsHandler()
{ {
ImGuiContext& g = *context;
ImGuiSettingsHandler ini_handler; ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Table"; ini_handler.TypeName = "Table";
ini_handler.TypeHash = ImHashStr("Table"); ini_handler.TypeHash = ImHashStr("Table");
@ -3433,7 +3480,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler); AddSettingsHandler(&ini_handler);
} }
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
@ -3447,7 +3494,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
// Remove Table (currently only used by TestEngine) // Remove Table (currently only used by TestEngine)
void ImGui::TableRemove(ImGuiTable* table) void ImGui::TableRemove(ImGuiTable* table)
{ {
//IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
int table_idx = g.Tables.GetIndex(table); int table_idx = g.Tables.GetIndex(table);
//memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
@ -3459,7 +3506,7 @@ void ImGui::TableRemove(ImGuiTable* table)
// Free up/compact internal Table buffers for when it gets unused // Free up/compact internal Table buffers for when it gets unused
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
{ {
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(table->MemoryCompacted == false); IM_ASSERT(table->MemoryCompacted == false);
table->SortSpecs.Specs = NULL; table->SortSpecs.Specs = NULL;
@ -3503,7 +3550,7 @@ void ImGui::TableGcCompactSettings()
// - DebugNodeTable() [Internal] // - DebugNodeTable() [Internal]
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW #ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
{ {
@ -3531,6 +3578,8 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
if (!open) if (!open)
return; return;
if (table->InstanceCurrent > 0)
ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
bool clear_settings = SmallButton("Clear settings"); bool clear_settings = SmallButton("Clear settings");
BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
@ -3595,7 +3644,7 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
TreePop(); TreePop();
} }
#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW #else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
void ImGui::DebugNodeTable(ImGuiTable*) {} void ImGui::DebugNodeTable(ImGuiTable*) {}
void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
@ -3935,6 +3984,7 @@ void ImGui::NextColumn()
{ {
// New row/line: column 0 honor IndentX. // New row/line: column 0 honor IndentX.
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.IsSameLine = false;
columns->LineMinY = columns->LineMaxY; columns->LineMinY = columns->LineMaxY;
} }
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
@ -3986,8 +4036,7 @@ void ImGui::EndColumns()
const ImGuiID column_id = columns->ID + ImGuiID(n); const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
KeepAliveID(column_id); if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
if (IsClippedEx(column_hit_rect, column_id, false))
continue; continue;
bool hovered = false, held = false; bool hovered = false, held = false;

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@ -1,15 +1,19 @@
// [DEAR IMGUI] // [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.00. // This is a slightly modified version of stb_rect_pack.h 1.01.
// Those changes would need to be pushed into nothings/stb:
// - Added STBRP__CDECL
// Grep for [DEAR IMGUI] to find the changes. // Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.00 - public domain - rectangle packing // stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014 // Sean Barrett 2014
// //
// Useful for e.g. packing rectangular textures into an atlas. // Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation. // Does not do rotation.
// //
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than // Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what // the totally naive one in stb_truetype (which is primarily what
// this is meant to replace). // this is meant to replace).
@ -41,6 +45,7 @@
// //
// Version history: // Version history:
// //
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes // 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result // 0.11 (2017-03-03) return packing success/fail result
@ -81,11 +86,10 @@ typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node; typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect; typedef struct stbrp_rect stbrp_rect;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord; typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord; #define STBRP__MAXVAL 0x7fffffff
#endif // Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type // Assign packed locations to rectangles. The rectangles are of type
@ -213,10 +217,9 @@ struct stbrp_context
#define STBRP_ASSERT assert #define STBRP_ASSERT assert
#endif #endif
// [DEAR IMGUI] Added STBRP__CDECL
#ifdef _MSC_VER #ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v) #define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl #define STBRP__CDECL __cdecl
#else #else
#define STBRP__NOTUSED(v) (void)sizeof(v) #define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL #define STBRP__CDECL
@ -262,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{ {
int i; int i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
for (i=0; i < num_nodes-1; ++i) for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1]; nodes[i].next = &nodes[i+1];
@ -283,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
context->extra[0].y = 0; context->extra[0].y = 0;
context->extra[0].next = &context->extra[1]; context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width; context->extra[1].x = (stbrp_coord) width;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30); context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
context->extra[1].next = NULL; context->extra[1].next = NULL;
} }
@ -433,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
if (y <= best_y) { if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos; best_x = xpos;
STBRP_ASSERT(y <= best_y); //STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y; best_y = y;
best_waste = waste; best_waste = waste;
best = prev; best = prev;
@ -529,7 +525,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
return res; return res;
} }
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_height_compare(const void *a, const void *b) static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{ {
const stbrp_rect *p = (const stbrp_rect *) a; const stbrp_rect *p = (const stbrp_rect *) a;
@ -541,7 +536,6 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
return (p->w > q->w) ? -1 : (p->w < q->w); return (p->w > q->w) ? -1 : (p->w < q->w);
} }
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_original_order(const void *a, const void *b) static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{ {
const stbrp_rect *p = (const stbrp_rect *) a; const stbrp_rect *p = (const stbrp_rect *) a;
@ -549,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *b)
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
} }
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{ {
int i, all_rects_packed = 1; int i, all_rects_packed = 1;

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@ -1,10 +1,10 @@
// [DEAR IMGUI] // [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13. // This is a slightly modified version of stb_textedit.h 1.14.
// Those changes would need to be pushed into nothings/stb: // Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// Grep for [DEAR IMGUI] to find the changes. // Grep for [DEAR IMGUI] to find the changes.
// stb_textedit.h - v1.13 - public domain - Sean Barrett // stb_textedit.h - v1.14 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools // Development of this library was sponsored by RAD Game Tools
// //
// This C header file implements the guts of a multi-line text-editing // This C header file implements the guts of a multi-line text-editing
@ -35,6 +35,7 @@
// //
// VERSION HISTORY // VERSION HISTORY
// //
// 1.14 (2021-07-11) page up/down, various fixes
// 1.13 (2019-02-07) fix bug in undo size management // 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
@ -58,6 +59,7 @@
// Ulf Winklemann: move-by-word in 1.1 // Ulf Winklemann: move-by-word in 1.1
// Fabian Giesen: secondary key inputs in 1.5 // Fabian Giesen: secondary key inputs in 1.5
// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 // Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
// Louis Schnellbach: page up/down in 1.14
// //
// Bugfixes: // Bugfixes:
// Scott Graham // Scott Graham
@ -93,8 +95,8 @@
// moderate sizes. The undo system does no memory allocations, so // moderate sizes. The undo system does no memory allocations, so
// it grows STB_TexteditState by the worst-case storage which is (in bytes): // it grows STB_TexteditState by the worst-case storage which is (in bytes):
// //
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT // [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT // + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT
// //
// //
// Implementation mode: // Implementation mode:
@ -716,10 +718,6 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta
state->has_preferred_x = 0; state->has_preferred_x = 0;
return 1; return 1;
} }
// [DEAR IMGUI]
//// remove the undo since we didn't actually insert the characters
//if (state->undostate.undo_point)
// --state->undostate.undo_point;
// note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
return 0; return 0;
} }

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@ -45,11 +45,11 @@ constexpr int MIX_INIT_MID_Proxy =
MIX_INIT_FLUIDSYNTH; MIX_INIT_FLUIDSYNTH;
#endif #endif
//https://github.com/ocornut/imgui 7b913db1ce9dd2fd98e5790aa59974dd4496be3b //https://github.com/ocornut/imgui 59b63defe5421642fb0cdcfd1fa850fc85a13791 + patches
#include "imgui.h" #include "imgui.h"
#include "imgui_internal.h" #include "imgui_internal.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl.h"
//https://github.com/Tyyppi77/imgui_sdl 01deb04b102b6a1c15c7fdec1977a2c96a885e6f //https://github.com/Tyyppi77/imgui_sdl 01deb04b102b6a1c15c7fdec1977a2c96a885e6f + patches
#include "imgui_sdl.h" #include "imgui_sdl.h"
typedef char* LPSTR; typedef char* LPSTR;

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@ -172,8 +172,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
ImGuiSDL::Initialize(renderer, 0, 0); ImGuiSDL::Initialize(renderer, 0, 0);
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
// ImGui_ImplSDL2_Init is private, we are not actually using ImGui OpenGl backend ImGui_ImplSDL2_InitForSDLRenderer(window, Renderer);
ImGui_ImplSDL2_InitForOpenGL(window, nullptr);
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad;
// Data search order: WD, executable path, user pref path, platform specific paths. // Data search order: WD, executable path, user pref path, platform specific paths.
@ -457,7 +456,7 @@ void winmain::RenderUi()
ImGui::PopStyleVar(); ImGui::PopStyleVar();
// This window can not loose nav focus for some reason, clear it manually. // This window can not loose nav focus for some reason, clear it manually.
if (ImGui::IsNavInputDown(ImGuiNavInput_Cancel)) if (ImGui::IsKeyDown(ImGuiKey_Escape) || ImGui::IsKeyDown(ImGuiKey_GamepadFaceRight))
ImGui::FocusWindow(nullptr); ImGui::FocusWindow(nullptr);
} }