From dc7c424d7fac9a3422cd5aba8e1d372fc46ef45c Mon Sep 17 00:00:00 2001 From: Sven Balzer <4653051+Kyuusokuna@users.noreply.github.com> Date: Fri, 21 Mar 2025 12:35:00 +0100 Subject: [PATCH] update dear imgui from 1.91.8 to 1.91.9b and switch to docking branch --- .../.github/ISSUE_TEMPLATE/issue_template.yml | 2 +- libs/imgui/backends/imgui_impl_allegro5.cpp | 6 +- libs/imgui/backends/imgui_impl_allegro5.h | 1 + libs/imgui/backends/imgui_impl_android.cpp | 1 + libs/imgui/backends/imgui_impl_android.h | 1 + libs/imgui/backends/imgui_impl_dx10.cpp | 146 +- libs/imgui/backends/imgui_impl_dx10.h | 1 + libs/imgui/backends/imgui_impl_dx11.cpp | 169 +- libs/imgui/backends/imgui_impl_dx11.h | 1 + libs/imgui/backends/imgui_impl_dx12.cpp | 434 +- libs/imgui/backends/imgui_impl_dx12.h | 8 +- libs/imgui/backends/imgui_impl_dx9.cpp | 163 +- libs/imgui/backends/imgui_impl_dx9.h | 1 + libs/imgui/backends/imgui_impl_glfw.cpp | 603 +- libs/imgui/backends/imgui_impl_glfw.h | 6 + libs/imgui/backends/imgui_impl_glut.cpp | 3 +- libs/imgui/backends/imgui_impl_glut.h | 1 + libs/imgui/backends/imgui_impl_metal.h | 2 + libs/imgui/backends/imgui_impl_metal.mm | 168 +- libs/imgui/backends/imgui_impl_opengl2.cpp | 40 + libs/imgui/backends/imgui_impl_opengl2.h | 1 + libs/imgui/backends/imgui_impl_opengl3.cpp | 73 +- libs/imgui/backends/imgui_impl_opengl3.h | 1 + libs/imgui/backends/imgui_impl_osx.h | 6 + libs/imgui/backends/imgui_impl_osx.mm | 362 +- libs/imgui/backends/imgui_impl_sdl2.cpp | 488 +- libs/imgui/backends/imgui_impl_sdl2.h | 4 + libs/imgui/backends/imgui_impl_sdl3.cpp | 475 +- libs/imgui/backends/imgui_impl_sdl3.h | 5 +- libs/imgui/backends/imgui_impl_sdlgpu3.cpp | 2 + libs/imgui/backends/imgui_impl_sdlgpu3.h | 2 + .../backends/imgui_impl_sdlrenderer2.cpp | 36 +- libs/imgui/backends/imgui_impl_sdlrenderer2.h | 2 + .../backends/imgui_impl_sdlrenderer3.cpp | 36 +- libs/imgui/backends/imgui_impl_sdlrenderer3.h | 2 + libs/imgui/backends/imgui_impl_vulkan.cpp | 397 +- libs/imgui/backends/imgui_impl_vulkan.h | 21 +- libs/imgui/backends/imgui_impl_wgpu.cpp | 84 +- libs/imgui/backends/imgui_impl_wgpu.h | 2 + libs/imgui/backends/imgui_impl_win32.cpp | 593 +- libs/imgui/backends/imgui_impl_win32.h | 1 + libs/imgui/docs/CHANGELOG.txt | 850 ++- libs/imgui/docs/CONTRIBUTING.md | 12 +- libs/imgui/docs/FAQ.md | 9 +- libs/imgui/docs/FONTS.md | 2 +- libs/imgui/docs/TODO.txt | 58 +- .../imgui/examples/example_allegro5/README.md | 6 +- libs/imgui/examples/example_allegro5/main.cpp | 1 + .../android/app/build.gradle | 2 +- .../project.pbxproj | 25 +- .../examples/example_apple_metal/main.mm | 21 +- .../examples/example_apple_opengl2/main.mm | 17 + .../imgui/examples/example_glfw_metal/main.mm | 19 +- .../examples/example_glfw_opengl2/main.cpp | 23 + .../examples/example_glfw_opengl3/main.cpp | 23 + .../example_glfw_vulkan/CMakeLists.txt | 4 +- .../examples/example_glfw_vulkan/main.cpp | 39 +- .../imgui/examples/example_glfw_wgpu/main.cpp | 1 + .../examples/example_glut_opengl2/main.cpp | 2 +- .../examples/example_sdl2_directx11/main.cpp | 19 + .../imgui/examples/example_sdl2_metal/main.mm | 17 + .../examples/example_sdl2_opengl2/main.cpp | 25 + .../examples/example_sdl2_opengl3/main.cpp | 25 + .../example_sdl2_sdlrenderer2/main.cpp | 1 + .../examples/example_sdl2_vulkan/main.cpp | 39 +- .../examples/example_sdl3_opengl3/Makefile | 8 +- .../examples/example_sdl3_opengl3/main.cpp | 30 + .../examples/example_sdl3_sdlgpu3/Makefile | 8 +- .../examples/example_sdl3_sdlgpu3/main.cpp | 7 +- .../example_sdl3_sdlrenderer3/Makefile | 10 +- .../example_sdl3_sdlrenderer3/main.cpp | 13 +- .../examples/example_sdl3_vulkan/main.cpp | 46 +- .../examples/example_win32_directx10/main.cpp | 20 +- .../examples/example_win32_directx11/main.cpp | 38 +- .../examples/example_win32_directx12/main.cpp | 25 +- .../examples/example_win32_directx9/main.cpp | 34 +- .../example_win32_opengl3/build_mingw.bat | 2 +- .../examples/example_win32_opengl3/main.cpp | 70 + .../examples/example_win32_vulkan/main.cpp | 51 +- libs/imgui/imconfig.h | 3 +- libs/imgui/imgui.cpp | 6734 ++++++++++++++++- libs/imgui/imgui.h | 411 +- libs/imgui/imgui_demo.cpp | 3426 +++++---- libs/imgui/imgui_draw.cpp | 214 +- libs/imgui/imgui_internal.h | 461 +- libs/imgui/imgui_tables.cpp | 94 +- libs/imgui/imgui_widgets.cpp | 350 +- libs/imgui/misc/debuggers/imgui.natvis | 4 + libs/imgui/misc/freetype/README.md | 18 +- libs/imgui/misc/freetype/imgui_freetype.cpp | 64 +- 90 files changed, 14995 insertions(+), 2736 deletions(-) diff --git a/libs/imgui/.github/ISSUE_TEMPLATE/issue_template.yml b/libs/imgui/.github/ISSUE_TEMPLATE/issue_template.yml index c1b57de..46ed826 100644 --- a/libs/imgui/.github/ISSUE_TEMPLATE/issue_template.yml +++ b/libs/imgui/.github/ISSUE_TEMPLATE/issue_template.yml @@ -8,7 +8,7 @@ body: For anything else: **we are happy to use 'GitHub Issues' for many types of open-ended questions**. We are encouraging 'Issues' becoming a large, centralized, tagged, cross-referenced database of Dear ImGui contents. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users. - + **If you are using Dear ImGui as part of a job that you are being well-paid for** and your company is not a sponsor. Please be mindful that this is a Free Software and you might be about to ask volunteers to help you doing your job. Please put extra effort describing your issue or question properly. If your company is wealthy, please read [Funding](https://github.com/ocornut/imgui/wiki/Funding) and consider getting in touch. - type: markdown attributes: diff --git a/libs/imgui/backends/imgui_impl_allegro5.cpp b/libs/imgui/backends/imgui_impl_allegro5.cpp index 3718b64..b990aa8 100644 --- a/libs/imgui/backends/imgui_impl_allegro5.cpp +++ b/libs/imgui/backends/imgui_impl_allegro5.cpp @@ -7,8 +7,9 @@ // [X] Platform: Clipboard support (from Allegro 5.1.12). // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Missing features or Issues: -// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually. +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. +// [ ] Renderer: Multi-viewport support (multiple windows). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -20,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. // 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn @@ -594,6 +596,8 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor() case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break; + case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break; case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; } al_set_system_mouse_cursor(bd->Display, cursor_id); diff --git a/libs/imgui/backends/imgui_impl_allegro5.h b/libs/imgui/backends/imgui_impl_allegro5.h index 356ec7d..e67ffe5 100644 --- a/libs/imgui/backends/imgui_impl_allegro5.h +++ b/libs/imgui/backends/imgui_impl_allegro5.h @@ -9,6 +9,7 @@ // Missing features or Issues: // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. +// [ ] Renderer: Multi-viewport support (multiple windows). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_android.cpp b/libs/imgui/backends/imgui_impl_android.cpp index 1c2d624..66eb88d 100644 --- a/libs/imgui/backends/imgui_impl_android.cpp +++ b/libs/imgui/backends/imgui_impl_android.cpp @@ -8,6 +8,7 @@ // [ ] Platform: Clipboard support. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) diff --git a/libs/imgui/backends/imgui_impl_android.h b/libs/imgui/backends/imgui_impl_android.h index 3eaeca7..da3e11a 100644 --- a/libs/imgui/backends/imgui_impl_android.h +++ b/libs/imgui/backends/imgui_impl_android.h @@ -8,6 +8,7 @@ // [ ] Platform: Clipboard support. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) diff --git a/libs/imgui/backends/imgui_impl_dx10.cpp b/libs/imgui/backends/imgui_impl_dx10.cpp index 5471eef..dd2e600 100644 --- a/libs/imgui/backends/imgui_impl_dx10.cpp +++ b/libs/imgui/backends/imgui_impl_dx10.cpp @@ -4,6 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -15,6 +16,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -81,14 +83,17 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplDX10_InitMultiViewportSupport(); +static void ImGui_ImplDX10_ShutdownMultiViewportSupport(); + // Functions static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); // Setup viewport - D3D10_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D10_VIEWPORT)); + D3D10_VIEWPORT vp = {}; vp.Width = (UINT)draw_data->DisplaySize.x; vp.Height = (UINT)draw_data->DisplaySize.y; vp.MinDepth = 0.0f; @@ -152,8 +157,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D10_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + D3D10_BUFFER_DESC desc = {}; desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; @@ -167,8 +171,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D10_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + D3D10_BUFFER_DESC desc = {}; desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; @@ -431,7 +434,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() // Create the constant buffer { - D3D10_BUFFER_DESC desc; + D3D10_BUFFER_DESC desc = {}; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; @@ -563,6 +566,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; @@ -579,6 +583,8 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) if (pDXGIAdapter) pDXGIAdapter->Release(); bd->pd3dDevice->AddRef(); + ImGui_ImplDX10_InitMultiViewportSupport(); + return true; } @@ -588,12 +594,13 @@ void ImGui_ImplDX10_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX10_ShutdownMultiViewportSupport(); ImGui_ImplDX10_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -606,6 +613,129 @@ void ImGui_ImplDX10_NewFrame() ImGui_ImplDX10_CreateDeviceObjects(); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX10_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D10RenderTargetView* RTView; + + ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + // Create swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.OutputWindow = hwnd; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + + // Create the render target + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it. + if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX10_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync +} + +void ImGui_ImplDX10_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers; +} + +void ImGui_ImplDX10_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_dx10.h b/libs/imgui/backends/imgui_impl_dx10.h index d9f2998..07bbd9f 100644 --- a/libs/imgui/backends/imgui_impl_dx10.h +++ b/libs/imgui/backends/imgui_impl_dx10.h @@ -4,6 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_dx11.cpp b/libs/imgui/backends/imgui_impl_dx11.cpp index b38fece..2cc98f1 100644 --- a/libs/imgui/backends/imgui_impl_dx11.cpp +++ b/libs/imgui/backends/imgui_impl_dx11.cpp @@ -5,6 +5,7 @@ // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -16,6 +17,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports. // 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. // 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. @@ -68,6 +71,7 @@ struct ImGui_ImplDX11_Data ID3D11DepthStencilState* pDepthStencilState; int VertexBufferSize; int IndexBufferSize; + ImVector SwapChainDescsForViewports; ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; @@ -84,14 +88,17 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplDX11_InitMultiViewportSupport(); +static void ImGui_ImplDX11_ShutdownMultiViewportSupport(); + // Functions static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); // Setup viewport - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + D3D11_VIEWPORT vp = {}; vp.Width = draw_data->DisplaySize.x; vp.Height = draw_data->DisplaySize.y; vp.MinDepth = 0.0f; @@ -158,8 +165,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + D3D11_BUFFER_DESC desc = {}; desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; @@ -172,8 +178,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + D3D11_BUFFER_DESC desc = {}; desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; @@ -447,7 +452,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the constant buffer { - D3D11_BUFFER_DESC desc; + D3D11_BUFFER_DESC desc = {}; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; @@ -579,6 +584,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; @@ -598,6 +604,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co bd->pd3dDevice->AddRef(); bd->pd3dDeviceContext->AddRef(); + ImGui_ImplDX11_InitMultiViewportSupport(); + return true; } @@ -607,13 +615,14 @@ void ImGui_ImplDX11_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_ShutdownMultiViewportSupport(); ImGui_ImplDX11_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -626,6 +635,150 @@ void ImGui_ImplDX11_NewFrame() ImGui_ImplDX11_CreateDeviceObjects(); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX11_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D11RenderTargetView* RTView; + + ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order. +// This is intentionally not declared in the .h file yet, so you will need to copy this declaration: +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count); +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + bd->SwapChainDescsForViewports.resize(desc_templates_count); + memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC)); +} + +static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + + // Create swap chain + HRESULT hr = DXGI_ERROR_UNSUPPORTED; + for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports) + { + IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr); + DXGI_SWAP_CHAIN_DESC sd = sd_template; + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.OutputWindow = hwnd; + hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + if (SUCCEEDED(hr)) + break; + } + IM_ASSERT(SUCCEEDED(hr)); + + // Create the render target + if (vd->SwapChain != nullptr) + { + ID3D11Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. + if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D11Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX11_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + vd->SwapChain->Present(0, 0); // Present without vsync +} + +static void ImGui_ImplDX11_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; + + // Default swapchain format + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + ImGui_ImplDX11_SetSwapChainDescs(&sd, 1); +} + +static void ImGui_ImplDX11_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_dx11.h b/libs/imgui/backends/imgui_impl_dx11.h index 772c1b9..acdd62c 100644 --- a/libs/imgui/backends/imgui_impl_dx11.h +++ b/libs/imgui/backends/imgui_impl_dx11.h @@ -5,6 +5,7 @@ // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_dx12.cpp b/libs/imgui/backends/imgui_impl_dx12.cpp index 6f17f58..72ec309 100644 --- a/libs/imgui/backends/imgui_impl_dx12.cpp +++ b/libs/imgui/backends/imgui_impl_dx12.cpp @@ -5,6 +5,8 @@ // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ @@ -19,6 +21,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429) // 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. // 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat. // 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). @@ -75,18 +79,16 @@ struct ImGui_ImplDX12_Data ID3D12Device* pd3dDevice; ID3D12RootSignature* pRootSignature; ID3D12PipelineState* pPipelineState; + ID3D12CommandQueue* pCommandQueue; + bool commandQueueOwned; DXGI_FORMAT RTVFormat; DXGI_FORMAT DSVFormat; ID3D12DescriptorHeap* pd3dSrvDescHeap; UINT numFramesInFlight; - - ImGui_ImplDX12_RenderBuffers* pFrameResources; - UINT frameIndex; - ImGui_ImplDX12_Texture FontTexture; bool LegacySingleDescriptorUsed; - ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts @@ -105,11 +107,88 @@ struct ImGui_ImplDX12_RenderBuffers int VertexBufferSize; }; +// Buffers used for secondary viewports created by the multi-viewports systems +struct ImGui_ImplDX12_FrameContext +{ + ID3D12CommandAllocator* CommandAllocator; + ID3D12Resource* RenderTarget; + D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; +}; + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +// Main viewport created by application will only use the Resources field. +// Secondary viewports created by this backend will use all the fields (including Window fields), +struct ImGui_ImplDX12_ViewportData +{ + // Window + ID3D12CommandQueue* CommandQueue; + ID3D12GraphicsCommandList* CommandList; + ID3D12DescriptorHeap* RtvDescHeap; + IDXGISwapChain3* SwapChain; + ID3D12Fence* Fence; + UINT64 FenceSignaledValue; + HANDLE FenceEvent; + UINT NumFramesInFlight; + ImGui_ImplDX12_FrameContext* FrameCtx; + + // Render buffers + UINT FrameIndex; + ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; + + ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) + { + CommandQueue = nullptr; + CommandList = nullptr; + RtvDescHeap = nullptr; + SwapChain = nullptr; + Fence = nullptr; + FenceSignaledValue = 0; + FenceEvent = nullptr; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; + FrameIndex = UINT_MAX; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + FrameCtx[i].CommandAllocator = nullptr; + FrameCtx[i].RenderTarget = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + FrameRenderBuffers[i].IndexBuffer = nullptr; + FrameRenderBuffers[i].VertexBuffer = nullptr; + FrameRenderBuffers[i].VertexBufferSize = 5000; + FrameRenderBuffers[i].IndexBufferSize = 10000; + } + } + ~ImGui_ImplDX12_ViewportData() + { + IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); + IM_ASSERT(RtvDescHeap == nullptr); + IM_ASSERT(SwapChain == nullptr); + IM_ASSERT(Fence == nullptr); + IM_ASSERT(FenceEvent == nullptr); + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); + IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); + } + + delete[] FrameCtx; FrameCtx = nullptr; + delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr; + } +}; + struct VERTEX_CONSTANT_BUFFER_DX12 { float mvp[4][4]; }; +// Forward Declarations +static void ImGui_ImplDX12_InitPlatformInterface(); +static void ImGui_ImplDX12_ShutdownPlatformInterface(); + // Functions static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) { @@ -134,8 +213,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic } // Setup viewport - D3D12_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + D3D12_VIEWPORT vp = {}; vp.Width = draw_data->DisplaySize.x; vp.Height = draw_data->DisplaySize.y; vp.MinDepth = 0.0f; @@ -146,14 +224,12 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; - D3D12_VERTEX_BUFFER_VIEW vbv; - memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + D3D12_VERTEX_BUFFER_VIEW vbv = {}; vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.StrideInBytes = stride; command_list->IASetVertexBuffers(0, 1, &vbv); - D3D12_INDEX_BUFFER_VIEW ibv; - memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + D3D12_INDEX_BUFFER_VIEW ibv = {}; ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; @@ -185,21 +261,20 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL // FIXME: We are assuming that this only gets called once per frame! ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - bd->frameIndex = bd->frameIndex + 1; - ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; + vd->FrameIndex++; + ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) { SafeRelease(fr->VertexBuffer); fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + D3D12_RESOURCE_DESC desc = {}; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); desc.Height = 1; @@ -216,13 +291,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL { SafeRelease(fr->IndexBuffer); fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + D3D12_RESOURCE_DESC desc = {}; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); desc.Height = 1; @@ -330,8 +403,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() // Upload texture to graphics system ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture; { - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_DEFAULT; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; @@ -430,7 +502,7 @@ static void ImGui_ImplDX12_CreateFontsTexture() hr = cmdList->Close(); IM_ASSERT(SUCCEEDED(hr)); - ID3D12CommandQueue* cmdQueue = bd->InitInfo.CommandQueue; + ID3D12CommandQueue* cmdQueue = bd->pCommandQueue; cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); hr = cmdQueue->Signal(fence, 1); IM_ASSERT(SUCCEEDED(hr)); @@ -558,8 +630,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. - D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; - memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.pRootSignature = bd->pRootSignature; @@ -696,12 +767,22 @@ bool ImGui_ImplDX12_CreateDeviceObjects() return true; } +static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) +{ + SafeRelease(render_buffers->IndexBuffer); + SafeRelease(render_buffers->VertexBuffer); + render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; +} + void ImGui_ImplDX12_InvalidateDeviceObjects() { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); if (!bd || !bd->pd3dDevice) return; + if (bd->commandQueueOwned) + SafeRelease(bd->pCommandQueue); + bd->commandQueueOwned = false; SafeRelease(bd->pRootSignature); SafeRelease(bd->pPipelineState); @@ -711,13 +792,6 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle); SafeRelease(font_tex->pTextureResource); io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well. - - for (UINT i = 0; i < bd->numFramesInFlight; i++) - { - ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; - SafeRelease(fr->IndexBuffer); - SafeRelease(fr->VertexBuffer); - } } bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) @@ -732,6 +806,8 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) init_info = &bd->InitInfo; bd->pd3dDevice = init_info->Device; + IM_ASSERT(init_info->CommandQueue != NULL); + bd->pCommandQueue = init_info->CommandQueue; bd->RTVFormat = init_info->RTVFormat; bd->DSVFormat = init_info->DSVFormat; bd->numFramesInFlight = init_info->NumFramesInFlight; @@ -740,6 +816,14 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitPlatformInterface(); + + // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, + // Since this is created and managed by the application, we will only use the ->Resources[] fields. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (init_info->SrvDescriptorAllocFn == nullptr) @@ -749,7 +833,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - IM_ASSERT(bd->LegacySingleDescriptorUsed == false); + IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!"); *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor; *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor; bd->LegacySingleDescriptorUsed = true; @@ -767,18 +851,6 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle); - // Create buffers with a default size (they will later be grown as needed) - bd->frameIndex = UINT_MAX; - bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight]; - for (int i = 0; i < (int)bd->numFramesInFlight; i++) - { - ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; - fr->IndexBuffer = nullptr; - fr->VertexBuffer = nullptr; - fr->IndexBufferSize = 10000; - fr->VertexBufferSize = 5000; - } - return true; } @@ -793,8 +865,19 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO init_info.RTVFormat = rtv_format; init_info.SrvDescriptorHeap = srv_descriptor_heap; init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle; - init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;; - return ImGui_ImplDX12_Init(&init_info); + init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + bool ret = ImGui_ImplDX12_Init(&init_info); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->commandQueueOwned = true; + return ret; } #endif @@ -804,13 +887,24 @@ void ImGui_ImplDX12_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + // Manually delete main viewport render resources in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) + { + // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + } + // Clean up windows and device objects + ImGui_ImplDX12_ShutdownPlatformInterface(); ImGui_ImplDX12_InvalidateDeviceObjects(); - delete[] bd->pFrameResources; io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -823,6 +917,246 @@ void ImGui_ImplDX12_NewFrame() ImGui_ImplDX12_CreateDeviceObjects(); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + vd->FrameIndex = UINT_MAX; + + // Create command queue. + D3D12_COMMAND_QUEUE_DESC queue_desc = {}; + queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + + HRESULT res = S_OK; + res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); + IM_ASSERT(res == S_OK); + + // Create command allocator. + for (UINT i = 0; i < bd->numFramesInFlight; ++i) + { + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); + IM_ASSERT(res == S_OK); + } + + // Create command list. + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); + IM_ASSERT(res == S_OK); + vd->CommandList->Close(); + + // Create fence. + res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); + IM_ASSERT(res == S_OK); + + vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(vd->FenceEvent != nullptr); + + // Create swap chain + // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. + DXGI_SWAP_CHAIN_DESC1 sd1; + ZeroMemory(&sd1, sizeof(sd1)); + sd1.BufferCount = bd->numFramesInFlight; + sd1.Width = (UINT)viewport->Size.x; + sd1.Height = (UINT)viewport->Size.y; + sd1.Format = bd->RTVFormat; + sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd1.SampleDesc.Count = 1; + sd1.SampleDesc.Quality = 0; + sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd1.Scaling = DXGI_SCALING_NONE; + sd1.Stereo = FALSE; + + IDXGIFactory4* dxgi_factory = nullptr; + res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); + IM_ASSERT(res == S_OK); + + IDXGISwapChain1* swap_chain = nullptr; + res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); + IM_ASSERT(res == S_OK); + + dxgi_factory->Release(); + + // Or swapChain.As(&mSwapChain) + IM_ASSERT(vd->SwapChain == nullptr); + swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); + swap_chain->Release(); + + // Create the render targets + if (vd->SwapChain) + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bd->numFramesInFlight; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); + IM_ASSERT(hr == S_OK); + + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; + rtv_handle.ptr += rtv_descriptor_size; + } + + ID3D12Resource* back_buffer; + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); +} + +static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) +{ + HRESULT hr = S_FALSE; + if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) + { + hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits + hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, INFINITE); + } +} + +static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) + { + ImGui_WaitForPendingOperations(vd); + + SafeRelease(vd->CommandQueue); + SafeRelease(vd->CommandList); + SafeRelease(vd->SwapChain); + SafeRelease(vd->RtvDescHeap); + SafeRelease(vd->Fence); + ::CloseHandle(vd->FenceEvent); + vd->FenceEvent = nullptr; + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + SafeRelease(vd->FrameCtx[i].RenderTarget); + SafeRelease(vd->FrameCtx[i].CommandAllocator); + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + } + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_WaitForPendingOperations(vd); + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(vd->FrameCtx[i].RenderTarget); + + if (vd->SwapChain) + { + ID3D12Resource* back_buffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } +} + +static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; + UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); + + const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + // Draw + ID3D12GraphicsCommandList* cmd_list = vd->CommandList; + + frame_context->CommandAllocator->Reset(); + cmd_list->Reset(frame_context->CommandAllocator, nullptr); + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); + + ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->Close(); + + vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); + vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); + vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); +} + +static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + vd->SwapChain->Present(0, 0); + while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) + ::SwitchToThread(); +} + +void ImGui_ImplDX12_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; +} + +void ImGui_ImplDX12_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_dx12.h b/libs/imgui/backends/imgui_impl_dx12.h index a57c169..c82514c 100644 --- a/libs/imgui/backends/imgui_impl_dx12.h +++ b/libs/imgui/backends/imgui_impl_dx12.h @@ -5,6 +5,7 @@ // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ @@ -27,14 +28,14 @@ struct ImGui_ImplDX12_InitInfo { ID3D12Device* Device; - ID3D12CommandQueue* CommandQueue; + ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads. int NumFramesInFlight; DXGI_FORMAT RTVFormat; // RenderTarget format. DXGI_FORMAT DSVFormat; // DepthStencilView format. void* UserData; // Allocating SRV descriptors for textures is up to the application, so we provide callbacks. - // (current version of the backend will only allocate one descriptor, future versions will need to allocate more) + // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more) ID3D12DescriptorHeap* SrvDescriptorHeap; void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle); void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle); @@ -54,7 +55,8 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy initialization API Obsoleted in 1.91.5 -// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +// - font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field. IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); #endif diff --git a/libs/imgui/backends/imgui_impl_dx9.cpp b/libs/imgui/backends/imgui_impl_dx9.cpp index 2cc8681..ef2ba13 100644 --- a/libs/imgui/backends/imgui_impl_dx9.cpp +++ b/libs/imgui/backends/imgui_impl_dx9.cpp @@ -5,6 +5,7 @@ // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -16,6 +17,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -79,6 +81,12 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplDX9_InitMultiViewportSupport(); +static void ImGui_ImplDX9_ShutdownMultiViewportSupport(); +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); + // Functions static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { @@ -283,6 +291,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) global_vtx_offset += draw_list->VtxBuffer.Size; } + // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows + // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) + if (global_vtx_offset == 0) + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); + // Restore the DX9 transform device->SetTransform(D3DTS_WORLD, &last_world); device->SetTransform(D3DTS_VIEW, &last_view); @@ -322,11 +335,14 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) bd->pd3dDevice = device; bd->pd3dDevice->AddRef(); bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + ImGui_ImplDX9_InitMultiViewportSupport(); + return true; } @@ -336,11 +352,12 @@ void ImGui_ImplDX9_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_ShutdownMultiViewportSupport(); ImGui_ImplDX9_InvalidateDeviceObjects(); if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -397,6 +414,7 @@ bool ImGui_ImplDX9_CreateDeviceObjects() return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; + ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); return true; } @@ -408,6 +426,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); } void ImGui_ImplDX9_NewFrame() @@ -419,6 +438,148 @@ void ImGui_ImplDX9_NewFrame() ImGui_ImplDX9_CreateDeviceObjects(); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX9_ViewportData +{ + IDirect3DSwapChain9* SwapChain; + D3DPRESENT_PARAMETERS d3dpp; + + ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } + ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } +}; + +static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + vd->d3dpp.Windowed = TRUE; + vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; + vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; + vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + vd->d3dpp.hDeviceWindow = hwnd; + vd->d3dpp.EnableAutoDepthStencil = FALSE; + vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync + + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + IM_ASSERT(vd->SwapChain != nullptr); +} + +static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) + { + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + vd->d3dpp.BackBufferWidth = (UINT)size.x; + vd->d3dpp.BackBufferHeight = (UINT)size.y; + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + } +} + +static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + + LPDIRECT3DSURFACE9 render_target = nullptr; + LPDIRECT3DSURFACE9 last_render_target = nullptr; + LPDIRECT3DSURFACE9 last_depth_stencil = nullptr; + vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); + bd->pd3dDevice->GetRenderTarget(0, &last_render_target); + bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, render_target); + bd->pd3dDevice->SetDepthStencilSurface(nullptr); + + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); + bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); + } + + ImGui_ImplDX9_RenderDrawData(viewport->DrawData); + + // Restore render target + bd->pd3dDevice->SetRenderTarget(0, last_render_target); + bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); + render_target->Release(); + last_render_target->Release(); + if (last_depth_stencil) last_depth_stencil->Release(); +} + +static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0); + // Let main application handle D3DERR_DEVICELOST by resetting the device. + IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST); +} + +static void ImGui_ImplDX9_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; +} + +static void ImGui_ImplDX9_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); +} + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_dx9.h b/libs/imgui/backends/imgui_impl_dx9.h index b693054..983d956 100644 --- a/libs/imgui/backends/imgui_impl_dx9.h +++ b/libs/imgui/backends/imgui_impl_dx9.h @@ -5,6 +5,7 @@ // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_glfw.cpp b/libs/imgui/backends/imgui_impl_glfw.cpp index 01a6a55..a3d5454 100644 --- a/libs/imgui/backends/imgui_impl_glfw.cpp +++ b/libs/imgui/backends/imgui_impl_glfw.cpp @@ -9,6 +9,11 @@ // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -25,7 +30,12 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102. +// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922) +// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn // - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn @@ -41,6 +51,7 @@ // 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) +// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. // 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. // 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) // 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) @@ -125,11 +136,29 @@ // We gather version tests as define in order to easily see which features are version-dependent. #define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale +#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch +#define GLFW_HAS_VULKAN (0) +#else +#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface +#endif +#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow +#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW +#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea +#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 #ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? #define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #else #define GLFW_HAS_NEW_CURSORS (0) #endif +#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) +#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH +#else +#define GLFW_HAS_MOUSE_PASSTHROUGH (0) +#endif #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api #define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() #define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() @@ -149,7 +178,10 @@ struct ImGui_ImplGlfw_Data double Time; GLFWwindow* MouseWindow; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseIgnoreButtonUpWaitForFocusLoss; + bool MouseIgnoreButtonUp; ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; bool InstalledCallbacks; bool CallbacksChainForAllWindows; #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 @@ -184,6 +216,11 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplGlfw_UpdateMonitors(); +static void ImGui_ImplGlfw_InitMultiViewportSupport(); +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + // Functions // Not static to allow third-party code to use that if they want to (but undocumented) @@ -217,6 +254,8 @@ ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode) case GLFW_KEY_EQUAL: return ImGuiKey_Equal; case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102; + case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102; case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; @@ -337,6 +376,10 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackMousebutton(window, button, action, mods); + // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation + if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE) + return; + ImGui_ImplGlfw_UpdateKeyModifiers(window); ImGuiIO& io = ImGui::GetIO(); @@ -404,6 +447,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i ImGui_ImplGlfw_UpdateKeyModifiers(window); + if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); ImGuiIO& io = ImGui::GetIO(); @@ -418,6 +464,10 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackWindowFocus(window, focused); + // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events + bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0); + bd->MouseIgnoreButtonUpWaitForFocusLoss = false; + ImGuiIO& io = ImGui::GetIO(); io.AddFocusEvent(focused != 0); } @@ -429,6 +479,13 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) bd->PrevUserCallbackCursorPos(window, x, y); ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + x += window_x; + y += window_y; + } io.AddMousePosEvent((float)x, (float)y); bd->LastValidMousePos = ImVec2((float)x, (float)y); } @@ -467,7 +524,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) { - // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. + // This function is technically part of the API even if we stopped using the callback, so leaving it around. } #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 @@ -489,32 +546,7 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven #endif #ifdef _WIN32 -// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. -// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. -static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() -{ - LPARAM extra_info = ::GetMessageExtraInfo(); - if ((extra_info & 0xFFFFFF80) == 0xFF515700) - return ImGuiMouseSource_Pen; - if ((extra_info & 0xFFFFFF80) == 0xFF515780) - return ImGuiMouseSource_TouchScreen; - return ImGuiMouseSource_Mouse; -} -static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - switch (msg) - { - case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: - case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: - case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: - case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: - case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: - ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); - break; - } - return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam); -} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) @@ -590,13 +622,25 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.BackendPlatformName = "imgui_impl_glfw"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) +#ifndef __EMSCRIPTEN__ + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) +#endif bd->Window = window; bd->Time = 0.0; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +#if GLFW_VERSION_COMBINED < 3300 + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); }; +#else platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); }; platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); }; +#endif + #ifdef __EMSCRIPTEN__ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; #endif @@ -631,6 +675,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); + // Update monitor a first time during init + // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) + ImGui_ImplGlfw_UpdateMonitors(); + glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + // Set platform dependent data in viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)bd->Window; @@ -641,6 +690,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw #else IM_UNUSED(main_viewport); #endif + ImGui_ImplGlfw_InitMultiViewportSupport(); // Windows: register a WndProc hook so we can intercept some messages. #ifdef _WIN32 @@ -691,6 +741,8 @@ void ImGui_ImplGlfw_Shutdown() IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + if (bd->InstalledCallbacks) ImGui_ImplGlfw_RestoreCallbacks(bd->Window); #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 @@ -710,7 +762,7 @@ void ImGui_ImplGlfw_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); IM_DELETE(bd); } @@ -718,10 +770,15 @@ static void ImGui_ImplGlfw_UpdateMouseData() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) + ImGuiID mouse_viewport_id = 0; + const ImVec2 mouse_pos_prev = io.MousePos; + for (int n = 0; n < platform_io.Viewports.Size; n++) { - GLFWwindow* window = bd->Window; + ImGuiViewport* viewport = platform_io.Viewports[n]; + GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; + #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 const bool is_window_focused = true; #else @@ -730,19 +787,54 @@ static void ImGui_ImplGlfw_UpdateMouseData() if (is_window_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) - glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); + glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) if (bd->MouseWindow == nullptr) { double mouse_x, mouse_y; glfwGetCursorPos(window, &mouse_x, &mouse_y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + mouse_x += window_x; + mouse_y += window_y; + } bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook) + // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag. + // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. +#if GLFW_HAS_MOUSE_PASSTHROUGH + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + if (glfwGetWindowAttrib(window, GLFW_HOVERED)) + mouse_viewport_id = viewport->ID; +#else + // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. +#endif } + + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + io.AddMouseViewportEvent(mouse_viewport_id); } static void ImGui_ImplGlfw_UpdateMouseCursor() @@ -753,9 +845,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) { - GLFWwindow* window = bd->Window; + GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor @@ -824,6 +917,48 @@ static void ImGui_ImplGlfw_UpdateGamepads() #undef MAP_ANALOG } +static void ImGui_ImplGlfw_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683) + return; + + platform_io.Monitors.resize(0); + for (int n = 0; n < monitors_count; n++) + { + ImGuiPlatformMonitor monitor; + int x, y; + glfwGetMonitorPos(glfw_monitors[n], &x, &y); + const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + if (vid_mode == nullptr) + continue; // Failed to get Video mode (e.g. Emscripten does not support this function) + monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#if GLFW_HAS_MONITOR_WORK_AREA + int w, h; + glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); + if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 + { + monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.WorkSize = ImVec2((float)w, (float)h); + } +#endif +#if GLFW_HAS_PER_MONITOR_DPI + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + float x_scale, y_scale; + glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); + if (x_scale == 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + monitor.DpiScale = x_scale; +#endif + monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + platform_io.Monitors.push_back(monitor); + } +} + void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); @@ -838,6 +973,7 @@ void ImGui_ImplGlfw_NewFrame() io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + ImGui_ImplGlfw_UpdateMonitors(); // Setup time step // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) @@ -847,6 +983,7 @@ void ImGui_ImplGlfw_NewFrame() io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; + bd->MouseIgnoreButtonUp = false; ImGui_ImplGlfw_UpdateMouseData(); ImGui_ImplGlfw_UpdateMouseCursor(); @@ -916,6 +1053,404 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* c } #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData +{ + GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle + bool WindowOwned; + int IgnoreWindowPosEventFrame; + int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } +}; + +static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestClose = true; +} + +// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). +// However: depending on the platform the callback may be invoked at different time: +// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call +// - on Linux it is queued and invoked during glfwPollEvents() +// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only +// ignore recent glfwSetWindowXXX() calls. +static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); + //data->IgnoreWindowPosEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestMove = true; + } +} + +static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); + //data->IgnoreWindowSizeEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestResize = true; + } +} + +static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; + + // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922) +#ifdef __linux__ + bd->MouseIgnoreButtonUpWaitForFocusLoss = true; +#endif + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); + #endif + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); + vd->WindowOwned = true; + viewport->PlatformHandle = (void*)vd->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); +#endif + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install GLFW callbacks for secondary viewports + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapInterval(0); + } +} + +static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + if (vd->WindowOwned) + { +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); +#endif + + // Release any keys that were pressed in the window being destroyed and are still held down, + // because we will not receive any release events after window is destroyed. + for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == vd->Window) + ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + + glfwDestroyWindow(vd->Window); + } + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + +#if defined(_WIN32) + // GLFW hack: Hide icon from task bar + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // GLFW hack: install hook for WM_NCHITTEST message handler +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + +#if !GLFW_HAS_FOCUS_ON_SHOW + // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. + // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. + // See https://github.com/glfw/glfw/issues/1189 + // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif +#endif + + glfwShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + glfwGetWindowPos(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); + glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + glfwGetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; +#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX + // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are + // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it + // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based + // on the upper-left corner. + int x, y, width, height; + glfwGetWindowPos(vd->Window, &x, &y); + glfwGetWindowSize(vd->Window, &width, &height); + glfwSetWindowPos(vd->Window, x, y - height + size.y); +#endif + vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); + glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) +{ +#if GLFW_HAS_FOCUS_WINDOW + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwFocusWindow(vd->Window); +#else + // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. + (void)viewport; +#endif +} + +static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; +} + +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; +} + +#if GLFW_HAS_WINDOW_ALPHA +static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(vd->Window); +} + +static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapBuffers(vd->Window); + } +} + +//-------------------------------------------------------------------------------------------------------- +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +//-------------------------------------------------------------------------------------------------------- + +// Avoid including so we can build without it +#if GLFW_HAS_VULKAN +#ifndef VULKAN_H_ +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; +enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; +#endif // VULKAN_H_ +extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } +static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return (int)err; +} +#endif // GLFW_HAS_VULKAN + +static void ImGui_ImplGlfw_InitMultiViewportSupport() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; +#if GLFW_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; +#endif +#if GLFW_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->Window; +} + +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) +#ifdef _WIN32 +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + WNDPROC prev_wndproc = bd->PrevWndProc; + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport != NULL) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + prev_wndproc = vd->PrevWndProc; + + switch (msg) + { + // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. + // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + + // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". + // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED + case WM_NCHITTEST: + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) + return HTTRANSPARENT; + break; + } +#endif + } + return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam); +} +#endif // #ifdef _WIN32 + //----------------------------------------------------------------------------- #if defined(__clang__) diff --git a/libs/imgui/backends/imgui_impl_glfw.h b/libs/imgui/backends/imgui_impl_glfw.h index 53a2241..fb6f311 100644 --- a/libs/imgui/backends/imgui_impl_glfw.h +++ b/libs/imgui/backends/imgui_impl_glfw.h @@ -1,6 +1,7 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. @@ -8,6 +9,11 @@ // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_glut.cpp b/libs/imgui/backends/imgui_impl_glut.cpp index ef7f179..bb78a9b 100644 --- a/libs/imgui/backends/imgui_impl_glut.cpp +++ b/libs/imgui/backends/imgui_impl_glut.cpp @@ -13,6 +13,7 @@ // [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. +// [ ] Platform: Missing multi-viewport support (multiple windows). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -50,7 +51,7 @@ static int g_Time = 0; // Current time, in milliseconds -// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) { switch (key) diff --git a/libs/imgui/backends/imgui_impl_glut.h b/libs/imgui/backends/imgui_impl_glut.h index 20e77db..d5d01a2 100644 --- a/libs/imgui/backends/imgui_impl_glut.h +++ b/libs/imgui/backends/imgui_impl_glut.h @@ -13,6 +13,7 @@ // [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing gamepad support. +// [ ] Platform: Missing multi-viewport support (multiple windows). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_metal.h b/libs/imgui/backends/imgui_impl_metal.h index 351c2ef..f2a8be7 100644 --- a/libs/imgui/backends/imgui_impl_metal.h +++ b/libs/imgui/backends/imgui_impl_metal.h @@ -4,6 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -13,6 +14,7 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +#pragma once #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_metal.mm b/libs/imgui/backends/imgui_impl_metal.mm index 1e0c47f..9ab4a34 100644 --- a/libs/imgui/backends/imgui_impl_metal.mm +++ b/libs/imgui/backends/imgui_impl_metal.mm @@ -4,6 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -15,7 +16,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419). +// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-03: Metal: Crash fix. (#8367) +// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419). // 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. // 2022-07-05: Metal: Add dispatch synchronization. // 2022-06-30: Metal: Use __bridge for ARC based systems. @@ -39,6 +42,12 @@ #import #import +// Forward Declarations +static void ImGui_ImplMetal_InitMultiViewportSupport(); +static void ImGui_ImplMetal_ShutdownMultiViewportSupport(); +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + #pragma mark - Support classes // A wrapper around a MTLBuffer object that knows the last time it was reused @@ -133,10 +142,13 @@ bool ImGui_ImplMetal_Init(id device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_metal"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) bd->SharedMetalContext = [[MetalContext alloc] init]; bd->SharedMetalContext.device = device; + ImGui_ImplMetal_InitMultiViewportSupport(); + return true; } @@ -145,13 +157,14 @@ void ImGui_ImplMetal_Shutdown() ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); IM_UNUSED(bd); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGui_ImplMetal_ShutdownMultiViewportSupport(); ImGui_ImplMetal_DestroyDeviceObjects(); ImGui_ImplMetal_DestroyBackendData(); ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); } void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) @@ -311,11 +324,11 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx); } - __block MetalContext* sharedMetalContext = bd->SharedMetalContext; + MetalContext* sharedMetalContext = bd->SharedMetalContext; [commandBuffer addCompletedHandler:^(id) { dispatch_async(dispatch_get_main_queue(), ^{ - @synchronized(bd->SharedMetalContext.bufferCache) + @synchronized(sharedMetalContext.bufferCache) { [sharedMetalContext.bufferCache addObject:vertexBuffer]; [sharedMetalContext.bufferCache addObject:indexBuffer]; @@ -369,6 +382,7 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) depthStencilDescriptor.depthWriteEnabled = NO; depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); #ifdef IMGUI_IMPL_METAL_CPP [depthStencilDescriptor release]; #endif @@ -380,9 +394,155 @@ void ImGui_ImplMetal_DestroyDeviceObjects() { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_DestroyFontsTexture(); + ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; } +#pragma mark - Multi-viewport support + +#import + +#if TARGET_OS_OSX +#import +#endif + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataMetal +{ + CAMetalLayer* MetalLayer; + id CommandQueue; + MTLRenderPassDescriptor* RenderPassDescriptor; + void* Handle = nullptr; + bool FirstFrame = true; +}; + +static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)(); + viewport->RendererUserData = data; + + // PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*. + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + IM_ASSERT(handle != nullptr); + + id device = bd->SharedMetalContext.device; + CAMetalLayer* layer = [CAMetalLayer layer]; + layer.device = device; + layer.framebufferOnly = YES; + layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat; +#if TARGET_OS_OSX + NSWindow* window = (__bridge NSWindow*)handle; + NSView* view = window.contentView; + view.layer = layer; + view.wantsLayer = YES; +#endif + data->MetalLayer = layer; + data->CommandQueue = [device newCommandQueue]; + data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init]; + data->Handle = handle; +} + +static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData) + IM_DELETE(data); + viewport->RendererUserData = nullptr; +} + +inline static CGSize MakeScaledSize(CGSize size, CGFloat scale) +{ + return CGSizeMake(size.width * scale, size.height * scale); +} + +static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale); +} + +static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + +#if TARGET_OS_OSX + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + NSWindow* window = (__bridge NSWindow*)handle; + + // Always render the first frame, regardless of occlusionState, to avoid an initial flicker + if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame) + { + // Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for + // approximately 1 second if the Metal layer is completely occluded. + return; + } + data->FirstFrame = false; + + viewport->DpiScale = (float)window.backingScaleFactor; + if (data->MetalLayer.contentsScale != viewport->DpiScale) + { + data->MetalLayer.contentsScale = viewport->DpiScale; + data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale); + } + viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale); +#endif + + id drawable = [data->MetalLayer nextDrawable]; + if (drawable == nil) + return; + + MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor; + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0); + if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0) + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + + id commandBuffer = [data->CommandQueue commandBuffer]; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder); + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; +} + +static void ImGui_ImplMetal_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow; +} + +static void ImGui_ImplMetal_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]); +} + #pragma mark - MetalBuffer implementation @implementation MetalBuffer diff --git a/libs/imgui/backends/imgui_impl_opengl2.cpp b/libs/imgui/backends/imgui_impl_opengl2.cpp index 2a255be..122d1ed 100644 --- a/libs/imgui/backends/imgui_impl_opengl2.cpp +++ b/libs/imgui/backends/imgui_impl_opengl2.cpp @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features or Issues: // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). @@ -24,6 +25,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -93,6 +95,10 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplOpenGL2_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + // Functions bool ImGui_ImplOpenGL2_Init() { @@ -104,6 +110,9 @@ bool ImGui_ImplOpenGL2_Init() ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGui_ImplOpenGL2_InitMultiViewportSupport(); return true; } @@ -114,9 +123,11 @@ void ImGui_ImplOpenGL2_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); ImGui_ImplOpenGL2_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports; IM_DELETE(bd); } @@ -312,6 +323,35 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects() ImGui_ImplOpenGL2_DestroyFontsTexture(); } + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL2_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; +} + +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #if defined(__clang__) diff --git a/libs/imgui/backends/imgui_impl_opengl2.h b/libs/imgui/backends/imgui_impl_opengl2.h index 5832a17..c7b40e0 100644 --- a/libs/imgui/backends/imgui_impl_opengl2.h +++ b/libs/imgui/backends/imgui_impl_opengl2.h @@ -3,6 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features or Issues: // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). diff --git a/libs/imgui/backends/imgui_impl_opengl3.cpp b/libs/imgui/backends/imgui_impl_opengl3.cpp index efc1a3c..2ed1c54 100644 --- a/libs/imgui/backends/imgui_impl_opengl3.cpp +++ b/libs/imgui/backends/imgui_impl_opengl3.cpp @@ -6,6 +6,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. @@ -22,6 +23,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) // 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) @@ -53,7 +56,7 @@ // 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. // 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. // 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) -// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. @@ -169,6 +172,7 @@ // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. #define IMGL3W_IMPL +#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W #include "imgui_impl_opengl3_loader.h" #endif @@ -252,6 +256,10 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplOpenGL3_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY struct ImGui_ImplOpenGL3_VtxAttribState @@ -276,6 +284,21 @@ struct ImGui_ImplOpenGL3_VtxAttribState }; #endif +// Not static to allow third-party code to use that if they want to (but undocumented) +bool ImGui_ImplOpenGL3_InitLoader(); +bool ImGui_ImplOpenGL3_InitLoader() +{ + // Initialize our loader +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + if (glGetIntegerv == nullptr && imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + return true; +} + // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { @@ -283,14 +306,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - // Initialize our loader -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) - if (imgl3wInit() != 0) - { - fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + // Initialize loader + if (!ImGui_ImplOpenGL3_InitLoader()) return false; - } -#endif // Setup backend capabilities flags ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); @@ -303,6 +321,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // GLES 2 bd->GlVersion = 200; bd->GlProfileIsES2 = true; + IM_UNUSED(gl_version_str); #else // Desktop or GLES 3 GLint major = 0; @@ -344,6 +363,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. @@ -384,6 +404,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) } #endif + ImGui_ImplOpenGL3_InitMultiViewportSupport(); + return true; } @@ -393,10 +415,11 @@ void ImGui_ImplOpenGL3_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -405,6 +428,8 @@ void ImGui_ImplOpenGL3_NewFrame() ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); + ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries. + if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); if (!bd->FontTexture) @@ -496,6 +521,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (fb_width <= 0 || fb_height <= 0) return; + ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries. + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); // Backup GL state @@ -956,6 +983,34 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects() ImGui_ImplOpenGL3_DestroyFontsTexture(); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL3_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; +} + +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #if defined(__GNUC__) diff --git a/libs/imgui/backends/imgui_impl_opengl3.h b/libs/imgui/backends/imgui_impl_opengl3.h index 5de51cf..d562130 100644 --- a/libs/imgui/backends/imgui_impl_opengl3.h +++ b/libs/imgui/backends/imgui_impl_opengl3.h @@ -6,6 +6,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. diff --git a/libs/imgui/backends/imgui_impl_osx.h b/libs/imgui/backends/imgui_impl_osx.h index 2e7eabb..cd359a7 100644 --- a/libs/imgui/backends/imgui_impl_osx.h +++ b/libs/imgui/backends/imgui_impl_osx.h @@ -10,6 +10,11 @@ // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Missing features or Issues: +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -19,6 +24,7 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +#pragma once #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_osx.mm b/libs/imgui/backends/imgui_impl_osx.mm index 92c2641..f29e504 100644 --- a/libs/imgui/backends/imgui_impl_osx.mm +++ b/libs/imgui/backends/imgui_impl_osx.mm @@ -10,6 +10,11 @@ // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Missing features or Issues: +// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -29,6 +34,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. // 2025-01-20: Removed notification observer when shutting down. (#8331) // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn @@ -37,7 +43,7 @@ // 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. // 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. -// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices). +// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice). // 2022-11-02: Fixed mouse coordinates before clicking the host window. // 2022-10-06: Fixed mouse inputs on flipped views. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). @@ -97,6 +103,9 @@ static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE( static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } // Forward Declarations +static void ImGui_ImplOSX_InitMultiViewportSupport(); +static void ImGui_ImplOSX_ShutdownMultiViewportSupport(); +static void ImGui_ImplOSX_UpdateMonitors(); static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); @@ -143,9 +152,25 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); NSWindow* window = view.window; if (!window) return; - NSRect contentRect = [window contentRectForFrameRect:window.frame]; - NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); - _imeRect = [window convertRectToScreen:rect]; + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + _imeRect = NSMakeRect(_posX, _posY, 0, 0); + _imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect() + } + else + { + NSRect contentRect = [window contentRectForFrameRect:window.frame]; + NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); + _imeRect = [window convertRectToScreen:rect]; + } } - (void)viewDidMoveToWindow @@ -240,6 +265,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); - (void)onApplicationBecomeActive:(NSNotification*)aNotification; - (void)onApplicationBecomeInactive:(NSNotification*)aNotification; +- (void)displaysDidChange:(NSNotification*)aNotification; @end @@ -257,6 +283,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); io.AddFocusEvent(false); } +- (void)displaysDidChange:(NSNotification*)aNotification +{ + ImGui_ImplOSX_UpdateMonitors(); +} + @end // Functions @@ -411,23 +442,27 @@ bool ImGui_ImplOSX_Init(NSView* view) io.BackendPlatformName = "imgui_impl_osx"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) bd->Observer = [ImGuiObserver new]; bd->Window = view.window ?: NSApp.orderedWindows.firstObject; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window; + ImGui_ImplOSX_UpdateMonitors(); + ImGui_ImplOSX_InitMultiViewportSupport(); // Load cursors. Some of them are undocumented. bd->MouseCursorHidden = false; bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; - bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. @@ -506,12 +541,12 @@ void ImGui_ImplOSX_Shutdown() bd->Monitor = nullptr; } + ImGui_ImplOSX_ShutdownMultiViewportSupport(); ImGui_ImplOSX_DestroyBackendData(); - ImGuiIO& io = ImGui::GetIO(); io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad); + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports); } static void ImGui_ImplOSX_UpdateMouseCursor() @@ -688,14 +723,23 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) { - NSPoint mousePoint = event.locationInWindow; - if (event.window == nil) - mousePoint = [[view window] convertPointFromScreen:mousePoint]; - mousePoint = [view convertPoint:mousePoint fromView:nil]; - if ([view isFlipped]) - mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + NSPoint mousePoint; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + mousePoint = NSEvent.mouseLocation; + mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display. + } else - mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + { + mousePoint = event.locationInWindow; + if (event.window == nil) + mousePoint = [[view window] convertPointFromScreen:mousePoint]; + mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view + if ([view isFlipped]) + mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + else + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + } io.AddMouseSourceEvent(GetMouseSource(event)); io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); return io.WantCaptureMouse; @@ -823,6 +867,294 @@ static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view) }]; } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataOSX +{ + NSWindow* Window; + bool WindowOwned; + + ImGuiViewportDataOSX() { WindowOwned = false; } + ~ImGuiViewportDataOSX() { IM_ASSERT(Window == nil); } +}; + +@interface ImGui_ImplOSX_Window: NSWindow +@end + +@implementation ImGui_ImplOSX_Window + +- (BOOL)canBecomeKeyWindow +{ + return YES; +} + +@end + +static void ConvertNSRect(NSRect* r) +{ + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height; +} + +static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + viewport->PlatformUserData = data; + + NSScreen* screen = bd->Window.screen; + NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y); + ConvertNSRect(&rect); + + NSWindowStyleMask styleMask = 0; + if (viewport->Flags & ImGuiViewportFlags_NoDecoration) + styleMask |= NSWindowStyleMaskBorderless; + else + styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable; + + NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect + styleMask:styleMask + backing:NSBackingStoreBuffered + defer:YES + screen:screen]; + if (viewport->Flags & ImGuiViewportFlags_TopMost) + [window setLevel:NSFloatingWindowLevel]; + + window.title = @"Untitled"; + window.opaque = YES; + + KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect]; + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15) + [view setWantsBestResolutionOpenGLSurface:YES]; + + window.contentView = view; + + data->Window = window; + data->WindowOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window; +} + +static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport) +{ + NSWindow* window = (__bridge_transfer NSWindow*)viewport->PlatformHandleRaw; + window = nil; + + if (ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData) + { + NSWindow* window = data->Window; + if (window != nil && data->WindowOwned) + { + window.contentView = nil; + window.contentViewController = nil; + [window orderOut:nil]; + } + data->Window = nil; + IM_DELETE(data); + } + viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr; +} + +static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + [data->Window orderFront:nil]; + else + [data->Window makeKeyAndOrderFront:nil]; + + [data->Window setIsVisible:YES]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height); +} + +static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.frame.size; + + NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height); + ConvertNSRect(&r); + [window setFrameOrigin:r.origin]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSSize size = window.contentLayoutRect.size; + return ImVec2(size.width, size.height); +} + +static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + NSWindow* window = data->Window; + NSRect rect = window.frame; + rect.origin.y -= (size.y - rect.size.height); + rect.size.width = size.x; + rect.size.height = size.y; + [window setFrame:rect display:YES]; +} + +static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + [data->Window makeKeyAndOrderFront:bd->Window]; +} + +static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isKeyWindow; +} + +static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.isMiniaturized; +} + +static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + data->Window.title = [NSString stringWithUTF8String:title]; +} + +static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + + data->Window.alphaValue = alpha; +} + +static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)viewport->PlatformUserData; + IM_ASSERT(data->Window != 0); + + return data->Window.backingScaleFactor; +} + +static void ImGui_ImplOSX_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + + for (NSScreen* screen in NSScreen.screens) + { + NSRect frame = screen.frame; + NSRect visibleFrame = screen.visibleFrame; + ConvertNSRect(&frame); + ConvertNSRect(&visibleFrame); + + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y); + imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height); + imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y); + imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height); + imgui_monitor.DpiScale = screen.backingScaleFactor; + imgui_monitor.PlatformHandle = (__bridge_retained void*)screen; + + platform_io.Monitors.push_back(imgui_monitor); + } +} + +static void ImGui_ImplOSX_InitMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = IM_NEW(ImGuiViewportDataOSX)(); + data->Window = bd->Window; + data->WindowOwned = false; + main_viewport->PlatformUserData = data; + main_viewport->PlatformHandle = (__bridge void*)bd->Window; + + [NSNotificationCenter.defaultCenter addObserver:bd->Observer + selector:@selector(displaysDidChange:) + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; +} + +static void ImGui_ImplOSX_ShutdownMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + [NSNotificationCenter.defaultCenter removeObserver:bd->Observer + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; + bd->Observer = nullptr; + bd->Window = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGuiViewportDataOSX* data = (ImGuiViewportDataOSX*)main_viewport->PlatformUserData; + IM_DELETE(data); + main_viewport->PlatformUserData = nullptr; + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_sdl2.cpp b/libs/imgui/backends/imgui_impl_sdl2.cpp index a27962a..f3a31c5 100644 --- a/libs/imgui/backends/imgui_impl_sdl2.cpp +++ b/libs/imgui/backends/imgui_impl_sdl2.cpp @@ -10,6 +10,10 @@ // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -21,6 +25,14 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. // 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. // 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. // 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) @@ -59,7 +71,7 @@ // 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. // 2021-07-29: 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. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. @@ -100,6 +112,7 @@ #endif // SDL +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) #include #include #ifdef __APPLE__ @@ -114,19 +127,29 @@ #else #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #endif +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9) +#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14) +#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18) #if SDL_HAS_VULKAN #include +#else +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; #endif // SDL Data struct ImGui_ImplSDL2_Data { SDL_Window* Window; - Uint32 WindowID; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. SDL_Renderer* Renderer; Uint64 Time; char* ClipboardTextData; + bool UseVulkan; // Mouse handling Uint32 MouseWindowID; @@ -135,6 +158,7 @@ struct ImGui_ImplSDL2_Data SDL_Cursor* MouseLastCursor; int MouseLastLeaveFrame; bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. // Gamepad handling ImVector Gamepads; @@ -153,6 +177,11 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + // Functions static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) { @@ -169,13 +198,13 @@ static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) } // Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). -static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) +static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) { if (data->WantVisible) { SDL_Rect r; - r.x = (int)data->InputPos.x; - r.y = (int)data->InputPos.y; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); r.w = 1; r.h = (int)data->InputLineHeight; SDL_SetTextInputRect(&r); @@ -186,7 +215,6 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) { - IM_UNUSED(scancode); switch (keycode) { case SDLK_TAB: return ImGuiKey_Tab; @@ -204,17 +232,17 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca 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_QUOTE: return ImGuiKey_Apostrophe; case SDLK_COMMA: return ImGuiKey_Comma; - case SDLK_MINUS: return ImGuiKey_Minus; + //case SDLK_MINUS: return ImGuiKey_Minus; case SDLK_PERIOD: return ImGuiKey_Period; - case SDLK_SLASH: return ImGuiKey_Slash; + //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_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; @@ -310,6 +338,24 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca case SDLK_AC_FORWARD: return ImGuiKey_AppForward; default: break; } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; + } return ImGuiKey_None; } @@ -324,15 +370,13 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) { - ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); } // 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, or clear/overwrite your copy of the mouse data. // - 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. -// 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) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); @@ -346,6 +390,13 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) return false; ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); return true; @@ -409,8 +460,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_WINDOWEVENT: { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr) + ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) return false; + // - 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, @@ -426,8 +479,14 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) io.AddFocusEvent(true); - else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) + else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) io.AddFocusEvent(false); + else if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + else if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + else if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; return true; } case SDL_CONTROLLERDEVICEADDED: @@ -465,13 +524,23 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_sdl2"; - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) bd->Window = window; bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; @@ -480,8 +549,13 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; #ifdef __EMSCRIPTEN__ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; +#elif SDL_HAS_OPEN_URL + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; #endif + // Update monitor a first time during init + ImGui_ImplSDL2_UpdateMonitors(); + // Gamepad handling bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; bd->WantUpdateGamepadsList = true; @@ -495,6 +569,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); // Set platform dependent data in viewport @@ -534,7 +610,11 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); #endif - (void)sdl_gl_context; // Unused in 'master' branch. + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context); + return true; } @@ -548,7 +628,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif - return ImGui_ImplSDL2_Init(window, nullptr, nullptr); + if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; } bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) @@ -582,6 +666,8 @@ void ImGui_ImplSDL2_Shutdown() IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) @@ -590,10 +676,11 @@ void ImGui_ImplSDL2_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); IM_DELETE(bd); } +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL2_UpdateMouseData() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); @@ -601,28 +688,66 @@ static void ImGui_ImplSDL2_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - // 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((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture. + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); - const bool is_app_focused = (bd->Window == focused_window); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); #else + SDL_Window* focused_window = bd->Window; 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 #endif + if (is_app_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) if (io.WantSetMousePos) - SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + } // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) - if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) { - int window_x, window_y, mouse_x_global, mouse_y_global; - SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); - SDL_GetWindowPosition(bd->Window, &window_x, &window_y); - io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int mouse_x, mouse_y, window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } } static void ImGui_ImplSDL2_UpdateMouseCursor() @@ -756,6 +881,43 @@ static void ImGui_ImplSDL2_UpdateGamepads() ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); } +// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has). +static void ImGui_ImplSDL2_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + int display_count = SDL_GetNumVideoDisplays(); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#if SDL_HAS_USABLE_DISPLAY_BOUNDS + if (SDL_GetDisplayUsableBounds(n, &r) == 0 && r.w > 0 && r.h > 0) + { + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + } +#endif +#if SDL_HAS_PER_MONITOR_DPI + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + float dpi = 0.0f; + if (!SDL_GetDisplayDPI(n, &dpi, nullptr, nullptr)) + { + if (dpi <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + monitor.DpiScale = dpi / 96.0f; + } +#endif + monitor.PlatformHandle = (void*)(intptr_t)n; + platform_io.Monitors.push_back(monitor); + } +} + void ImGui_ImplSDL2_NewFrame() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); @@ -780,6 +942,9 @@ void ImGui_ImplSDL2_NewFrame() if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + // Update monitors + ImGui_ImplSDL2_UpdateMonitors(); + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) static Uint64 frequency = SDL_GetPerformanceFrequency(); @@ -796,6 +961,13 @@ void ImGui_ImplSDL2_NewFrame() io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + ImGui_ImplSDL2_UpdateMouseData(); ImGui_ImplSDL2_UpdateMouseCursor(); @@ -803,6 +975,256 @@ void ImGui_ImplSDL2_NewFrame() ImGui_ImplSDL2_UpdateGamepads(); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window); + viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + viewport->PlatformHandleRaw = info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + +#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT + SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0"); +#elif defined(_WIN32) + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #if defined(__clang__) diff --git a/libs/imgui/backends/imgui_impl_sdl2.h b/libs/imgui/backends/imgui_impl_sdl2.h index 3c47756..008794c 100644 --- a/libs/imgui/backends/imgui_impl_sdl2.h +++ b/libs/imgui/backends/imgui_impl_sdl2.h @@ -9,6 +9,10 @@ // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_sdl3.cpp b/libs/imgui/backends/imgui_impl_sdl3.cpp index d5de544..88f6e74 100644 --- a/libs/imgui/backends/imgui_impl_sdl3.cpp +++ b/libs/imgui/backends/imgui_impl_sdl3.cpp @@ -8,7 +8,10 @@ // [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 are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: IME support. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -20,8 +23,17 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. // 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array. // 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. +// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973) // 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807) // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn @@ -92,6 +104,7 @@ struct ImGui_ImplSDL3_Data SDL_Renderer* Renderer; Uint64 Time; char* ClipboardTextData; + bool UseVulkan; // IME handling SDL_Window* ImeWindow; @@ -103,11 +116,12 @@ struct ImGui_ImplSDL3_Data SDL_Cursor* MouseLastCursor; int MousePendingLeaveFrame; bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. // Gamepad handling - ImVector Gamepads; + ImVector Gamepads; ImGui_ImplSDL3_GamepadMode GamepadMode; - bool WantUpdateGamepadsList; + bool WantUpdateGamepadsList; ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -121,6 +135,11 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplSDL3_UpdateMonitors(); +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + // Functions static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) { @@ -150,8 +169,8 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view if (data->WantVisible) { SDL_Rect r; - r.x = (int)data->InputPos.x; - r.y = (int)data->InputPos.y; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); r.w = 1; r.h = (int)data->InputLineHeight; SDL_SetTextInputArea(window, &r, 0); @@ -203,17 +222,17 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca case SDLK_SPACE: return ImGuiKey_Space; case SDLK_RETURN: return ImGuiKey_Enter; case SDLK_ESCAPE: return ImGuiKey_Escape; - case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; + //case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; case SDLK_COMMA: return ImGuiKey_Comma; - case SDLK_MINUS: return ImGuiKey_Minus; + //case SDLK_MINUS: return ImGuiKey_Minus; case SDLK_PERIOD: return ImGuiKey_Period; - case SDLK_SLASH: return ImGuiKey_Slash; + //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_GRAVE: return ImGuiKey_GraveAccent; + //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_GRAVE: return ImGuiKey_GraveAccent; case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; @@ -292,6 +311,24 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca case SDLK_AC_FORWARD: return ImGuiKey_AppForward; default: break; } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; + } return ImGuiKey_None; } @@ -304,18 +341,15 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); } - static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id) { - ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); - return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); } // 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, or clear/overwrite your copy of the mouse data. // - 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. -// 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_ImplSDL3_ProcessEvent(const SDL_Event* event) { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); @@ -329,6 +363,13 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr) return false; ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); return true; @@ -409,6 +450,21 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); return true; } + case SDL_EVENT_WINDOW_CLOSE_REQUESTED: + case SDL_EVENT_WINDOW_MOVED: + case SDL_EVENT_WINDOW_RESIZED: + { + ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) + return false; + if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) + viewport->PlatformRequestClose = true; + if (event->type == SDL_EVENT_WINDOW_MOVED) + viewport->PlatformRequestMove = true; + if (event->type == SDL_EVENT_WINDOW_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: { @@ -454,16 +510,30 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void io.BackendPlatformName = "imgui_impl_sdl3"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + if (mouse_can_use_global_state) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) bd->Window = window; bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. bd->MouseCanUseGlobalState = mouse_can_use_global_state; +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; + + // Update monitor a first time during init + ImGui_ImplSDL3_UpdateMonitors(); // Gamepad handling bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; @@ -478,6 +548,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE); bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE); bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED); // Set platform dependent data in viewport @@ -490,27 +562,35 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void // (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: // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) -#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); -#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 + + // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659 + SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0"); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context); return true; } +// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface. bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) { - IM_UNUSED(sdl_gl_context); // Viewport branch will need this. return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context); } bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) { - return ImGui_ImplSDL3_Init(window, nullptr, nullptr); + if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + bd->UseVulkan = true; + return true; } bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) @@ -549,6 +629,8 @@ void ImGui_ImplSDL3_Shutdown() IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) @@ -557,10 +639,11 @@ void ImGui_ImplSDL3_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); IM_DELETE(bd); } +// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. static void ImGui_ImplSDL3_UpdateMouseData() { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); @@ -568,10 +651,16 @@ static void ImGui_ImplSDL3_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE - // 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(bd->MouseButtonsDown != 0); + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to migitate the issue we wait until mouse has moved to begin capture. + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); - const bool is_app_focused = (bd->Window == focused_window); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); #else SDL_Window* focused_window = bd->Window; 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 @@ -580,19 +669,48 @@ static void ImGui_ImplSDL3_UpdateMouseData() { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) if (io.WantSetMousePos) - SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); + } // (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) - if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) { // 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) - float mouse_x_global, mouse_y_global; + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + float mouse_x, mouse_y; int window_x, window_y; - SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); - SDL_GetWindowPosition(focused_window, &window_x, &window_y); - io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y); + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); } } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } } static void ImGui_ImplSDL3_UpdateMouseCursor() @@ -727,6 +845,38 @@ static void ImGui_ImplSDL3_UpdateGamepads() ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); } +static void ImGui_ImplSDL3_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + + int display_count; + SDL_DisplayID* displays = SDL_GetDisplays(&display_count); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + SDL_DisplayID display_id = displays[n]; + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(display_id, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0) + { + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + } + // FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set + // DpiScale to cocoa_window.backingScaleFactor here. + monitor.DpiScale = SDL_GetDisplayContentScale(display_id); + monitor.PlatformHandle = (void*)(intptr_t)n; + if (monitor.DpiScale <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + platform_io.Monitors.push_back(monitor); + } + SDL_free(displays); +} + void ImGui_ImplSDL3_NewFrame() { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); @@ -744,6 +894,9 @@ void ImGui_ImplSDL3_NewFrame() if (w > 0 && h > 0) io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + // Update monitors + ImGui_ImplSDL3_UpdateMonitors(); + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) static Uint64 frequency = SDL_GetPerformanceFrequency(); @@ -760,6 +913,13 @@ void ImGui_ImplSDL3_NewFrame() io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + ImGui_ImplSDL3_UpdateMouseData(); ImGui_ImplSDL3_UpdateMouseCursor(); @@ -767,6 +927,255 @@ void ImGui_ImplSDL3_NewFrame() ImGui_ImplSDL3_UpdateGamepads(); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL3_ViewportData +{ + SDL_Window* Window; + SDL_Window* ParentWindow; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + { + SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; + return SDL_GetWindowFromID(window_id); + } + return nullptr; +} + +static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + viewport->PlatformUserData = vd; + + vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId); + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + SDL_WindowFlags sdl_flags = 0; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + SDL_SetWindowParent(vd->Window, vd->ParentWindow); + SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window); +} + +static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DestroyContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Show icon in task bar (#7989) + // Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows. + if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style |= WS_EX_APPWINDOW; + ex_style &= ~WS_EX_TOOLWINDOW; + ::ShowWindow(hwnd, SW_HIDE); + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + + SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1"); + SDL_ShowWindow(vd->Window); +} + +static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + + // Update SDL3 parent if it changed _after_ creation. + // This is for advanced apps that are manipulating ParentViewportID manually. + SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->ParentWindow) + { + vd->ParentWindow = new_parent; + SDL_SetWindowParent(vd->Window, vd->ParentWindow); + } +} + +static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} + +static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#include +static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} + +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow; + platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers; + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha; + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface; + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = (SDL_GLContext)sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #if defined(__clang__) diff --git a/libs/imgui/backends/imgui_impl_sdl3.h b/libs/imgui/backends/imgui_impl_sdl3.h index 5b89737..064e1f0 100644 --- a/libs/imgui/backends/imgui_impl_sdl3.h +++ b/libs/imgui/backends/imgui_impl_sdl3.h @@ -8,7 +8,10 @@ // [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 are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// [X] Platform: IME support. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_sdlgpu3.cpp b/libs/imgui/backends/imgui_impl_sdlgpu3.cpp index e399974..43a6f5b 100644 --- a/libs/imgui/backends/imgui_impl_sdlgpu3.cpp +++ b/libs/imgui/backends/imgui_impl_sdlgpu3.cpp @@ -4,6 +4,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ diff --git a/libs/imgui/backends/imgui_impl_sdlgpu3.h b/libs/imgui/backends/imgui_impl_sdlgpu3.h index 2cc032d..bb29464 100644 --- a/libs/imgui/backends/imgui_impl_sdlgpu3.h +++ b/libs/imgui/backends/imgui_impl_sdlgpu3.h @@ -4,6 +4,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ diff --git a/libs/imgui/backends/imgui_impl_sdlrenderer2.cpp b/libs/imgui/backends/imgui_impl_sdlrenderer2.cpp index 8245854..05b9941 100644 --- a/libs/imgui/backends/imgui_impl_sdlrenderer2.cpp +++ b/libs/imgui/backends/imgui_impl_sdlrenderer2.cpp @@ -13,6 +13,8 @@ // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -100,10 +102,10 @@ void ImGui_ImplSDLRenderer2_Shutdown() static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) { - // Clear out any viewports and cliprect set by the user + // Clear out any viewports and cliprect set by the user // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. - SDL_RenderSetViewport(renderer, nullptr); - SDL_RenderSetClipRect(renderer, nullptr); + SDL_RenderSetViewport(renderer, nullptr); + SDL_RenderSetClipRect(renderer, nullptr); } void ImGui_ImplSDLRenderer2_NewFrame() @@ -117,21 +119,21 @@ void ImGui_ImplSDLRenderer2_NewFrame() void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) { - // If there's a scale factor set by the user, use that instead + // If there's a scale factor set by the user, use that instead // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. float rsx = 1.0f; - float rsy = 1.0f; - SDL_RenderGetScale(renderer, &rsx, &rsy); + float rsy = 1.0f; + SDL_RenderGetScale(renderer, &rsx, &rsy); ImVec2 render_scale; - render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; - render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); - int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); - if (fb_width == 0 || fb_height == 0) - return; + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; // Backup SDL_Renderer state that will be modified to restore it afterwards struct BackupSDLRendererState @@ -154,9 +156,9 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* render_state.Renderer = renderer; platform_io.Renderer_RenderState = &render_state; - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = render_scale; + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) @@ -201,7 +203,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* #endif // Bind texture, Draw - SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_RenderGeometryRaw(renderer, tex, xy, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert), diff --git a/libs/imgui/backends/imgui_impl_sdlrenderer2.h b/libs/imgui/backends/imgui_impl_sdlrenderer2.h index a0337d3..f5b8172 100644 --- a/libs/imgui/backends/imgui_impl_sdlrenderer2.h +++ b/libs/imgui/backends/imgui_impl_sdlrenderer2.h @@ -13,6 +13,8 @@ // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_sdlrenderer3.cpp b/libs/imgui/backends/imgui_impl_sdlrenderer3.cpp index 99253d9..4bbf728 100644 --- a/libs/imgui/backends/imgui_impl_sdlrenderer3.cpp +++ b/libs/imgui/backends/imgui_impl_sdlrenderer3.cpp @@ -13,6 +13,8 @@ // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -99,10 +101,10 @@ void ImGui_ImplSDLRenderer3_Shutdown() static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) { - // Clear out any viewports and cliprect set by the user + // Clear out any viewports and cliprect set by the user // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. - SDL_SetRenderViewport(renderer, nullptr); - SDL_SetRenderClipRect(renderer, nullptr); + SDL_SetRenderViewport(renderer, nullptr); + SDL_SetRenderClipRect(renderer, nullptr); } void ImGui_ImplSDLRenderer3_NewFrame() @@ -136,21 +138,21 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - // If there's a scale factor set by the user, use that instead + // If there's a scale factor set by the user, use that instead // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. float rsx = 1.0f; - float rsy = 1.0f; - SDL_GetRenderScale(renderer, &rsx, &rsy); + float rsy = 1.0f; + SDL_GetRenderScale(renderer, &rsx, &rsy); ImVec2 render_scale; - render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; - render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; - // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); - int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); - if (fb_width == 0 || fb_height == 0) - return; + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; // Backup SDL_Renderer state that will be modified to restore it afterwards struct BackupSDLRendererState @@ -175,9 +177,9 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* render_state.Renderer = renderer; platform_io.Renderer_RenderState = &render_state; - // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = render_scale; + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; // Render command lists for (int n = 0; n < draw_data->CmdListsCount; n++) @@ -218,7 +220,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ // Bind texture, Draw - SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, xy, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert), diff --git a/libs/imgui/backends/imgui_impl_sdlrenderer3.h b/libs/imgui/backends/imgui_impl_sdlrenderer3.h index 3473bcc..f79aa1b 100644 --- a/libs/imgui/backends/imgui_impl_sdlrenderer3.h +++ b/libs/imgui/backends/imgui_impl_sdlrenderer3.h @@ -13,6 +13,8 @@ // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_vulkan.cpp b/libs/imgui/backends/imgui_impl_vulkan.cpp index 2bd40f6..9e3b304 100644 --- a/libs/imgui/backends/imgui_impl_vulkan.cpp +++ b/libs/imgui/backends/imgui_impl_vulkan.cpp @@ -5,6 +5,7 @@ // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ @@ -26,6 +27,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions(). +// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326) // 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642) // 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples. // 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) @@ -51,7 +55,7 @@ // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). // 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). -// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. // 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. @@ -104,6 +108,7 @@ void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulka void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); @@ -120,15 +125,18 @@ static bool g_FunctionsLoaded = true; IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ @@ -179,13 +187,17 @@ static bool g_FunctionsLoaded = true; IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ - IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) // Define function pointers #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; @@ -229,6 +241,20 @@ struct ImGui_ImplVulkan_Texture ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); } }; +// For multi-viewport support: +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplVulkan_ViewportData +{ + ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only + ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports + bool WindowOwned; + bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame + bool SwapChainSuboptimal; // Flag when VK_SUBOPTIMAL_KHR was returned. + + ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); } + ~ImGui_ImplVulkan_ViewportData() { } +}; + // Vulkan data struct ImGui_ImplVulkan_Data { @@ -237,7 +263,8 @@ struct ImGui_ImplVulkan_Data VkPipelineCreateFlags PipelineCreateFlags; VkDescriptorSetLayout DescriptorSetLayout; VkPipelineLayout PipelineLayout; - VkPipeline Pipeline; + VkPipeline Pipeline; // pipeline for main render pass (created by app) + VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend) VkShaderModule ShaderModuleVert; VkShaderModule ShaderModuleFrag; VkDescriptorPool DescriptorPool; @@ -262,6 +289,10 @@ struct ImGui_ImplVulkan_Data // SHADERS //----------------------------------------------------------------------------- +// Forward Declarations +static void ImGui_ImplVulkan_InitMultiViewportSupport(); +static void ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + // backends/vulkan/glsl_shader.vert, compiled with: // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert /* @@ -499,8 +530,10 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (pipeline == VK_NULL_HANDLE) pipeline = bd->Pipeline; - // Allocate array to store enough vertex/index buffers - ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; + // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. + ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData; + IM_ASSERT(viewport_renderer_data != nullptr); + ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers; if (wrb->FrameRenderBuffers.Size == 0) { wrb->Index = 0; @@ -1065,7 +1098,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; - ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); ImGui_ImplVulkan_DestroyFontsTexture(); if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; } @@ -1076,24 +1109,39 @@ void ImGui_ImplVulkan_DestroyDeviceObjects() if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } + if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; } if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; } } #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING -static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) { - // Manually load those two (see #5446) - ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); - ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); + // Manually load those two (see #5446, #8326, #8365) + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdBeginRenderingKHR" : "vkCmdBeginRendering", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func(api_version < VK_API_VERSION_1_3 ? "vkCmdEndRenderingKHR" : "vkCmdEndRendering", user_data)); } #endif -bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +// If unspecified by user, assume that ApiVersion == HeaderVersion + // We don't care about other versions than 1.3 for our checks, so don't need to make this exhaustive (e.g. with all #ifdef VK_VERSION_1_X checks) +static uint32_t ImGui_ImplVulkan_GetDefaultApiVersion() +{ +#ifdef VK_HEADER_VERSION_COMPLETE + return VK_HEADER_VERSION_COMPLETE; +#else + return VK_API_VERSION_1_0; +#endif +} + +bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) { // Load function pointers // You can use the default Vulkan loader using: - // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // ImGui_ImplVulkan_LoadFunctions(VK_API_VERSION_1_3, [](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES. + if (api_version == 0) + api_version = ImGui_ImplVulkan_GetDefaultApiVersion(); + #ifdef IMGUI_IMPL_VULKAN_USE_LOADER #define IMGUI_VULKAN_FUNC_LOAD(func) \ func = reinterpret_cast(loader_func(#func, user_data)); \ @@ -1103,7 +1151,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch #undef IMGUI_VULKAN_FUNC_LOAD #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING - ImGui_ImplVulkan_LoadDynamicRenderingFunctions(loader_func, user_data); + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(api_version, loader_func, user_data); #endif #else IM_UNUSED(loader_func); @@ -1118,11 +1166,14 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + if (info->ApiVersion == 0) + info->ApiVersion = ImGui_ImplVulkan_GetDefaultApiVersion(); + if (info->UseDynamicRendering) { #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifndef IMGUI_IMPL_VULKAN_USE_LOADER - ImGui_ImplVulkan_LoadDynamicRenderingFunctions([](const char* function_name, void* user_data) { return vkGetInstanceProcAddr((VkInstance)user_data, function_name); }, (void*)info->Instance); + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetInstanceProcAddr((VkInstance)user_data, function_name); }, (void*)info->Instance); #endif IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); @@ -1140,6 +1191,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); @@ -1158,6 +1210,12 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) ImGui_ImplVulkan_CreateDeviceObjects(); + // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + + ImGui_ImplVulkan_InitMultiViewportSupport(); + return true; } @@ -1167,10 +1225,21 @@ void ImGui_ImplVulkan_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + // First destroy objects in all viewports ImGui_ImplVulkan_DestroyDeviceObjects(); + + // Manually delete main viewport render data in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData) + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + + // Clean up windows + ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -1190,10 +1259,12 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) if (bd->VulkanInitInfo.MinImageCount == min_image_count) return; + IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err = vkDeviceWaitIdle(v->Device); check_vk_result(err); - ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + bd->VulkanInitInfo.MinImageCount = min_image_count; } @@ -1470,8 +1541,6 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V wd->ImageCount = 0; if (wd->RenderPass) vkDestroyRenderPass(device, wd->RenderPass, allocator); - if (wd->Pipeline) - vkDestroyPipeline(device, wd->Pipeline, allocator); // If min image count was not specified, request different count of images dependent on selected present mode if (min_image_count == 0) @@ -1623,6 +1692,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); (void)instance; ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass); ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); } @@ -1637,7 +1707,6 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); wd->Frames.clear(); wd->FrameSemaphores.clear(); - vkDestroyPipeline(device, wd->Pipeline, allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroySwapchainKHR(device, wd->Swapchain, allocator); vkDestroySurfaceKHR(instance, wd->Surface, allocator); @@ -1665,6 +1734,296 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; } +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData) + ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + viewport->RendererUserData = vd; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create surface + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface); + check_vk_result(err); + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + IM_ASSERT(0); // Error: no WSI support on physical device + return; + } + + // Select Surface Format + ImVector requestSurfaceImageFormats; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++) + requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]); +#endif + const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + for (VkFormat format : defaultFormats) + requestSurfaceImageFormats.push_back(format); + + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace); + + // Select Present Mode + // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + wd->UseDynamicRendering = v->UseDynamicRendering; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + vd->WindowOwned = true; + + // Create pipeline (shared by all secondary viewports) + if (bd->PipelineForViewports == VK_NULL_HANDLE) + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &bd->PipelineForViewports, 0); +} + +static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData) + { + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (vd->WindowOwned) + ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator); + ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount); +} + +static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (vd->SwapChainNeedRebuild || vd->SwapChainSuboptimal) + { + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + vd->SwapChainNeedRebuild = vd->SwapChainSuboptimal = false; + } + + ImGui_ImplVulkanH_Frame* fd = nullptr; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + { + { + err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR) + { + vd->SwapChainNeedRebuild = true; // Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame. + return; + } + if (err == VK_SUBOPTIMAL_KHR) + vd->SwapChainSuboptimal = true; + else + check_vk_result(err); + fd = &wd->Frames[wd->FrameIndex]; + } + for (;;) + { + err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100); + if (err == VK_SUCCESS) break; + if (err == VK_TIMEOUT) continue; + check_vk_result(err); + } + { + err = vkResetCommandPool(v->Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); + } +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + // Transition swapchain image to a layout suitable for drawing. + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + + VkRenderingAttachmentInfo attachmentInfo = {}; + attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR; + attachmentInfo.imageView = fd->BackbufferView; + attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE; + attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachmentInfo.clearValue = wd->ClearValue; + + VkRenderingInfo renderingInfo = {}; + renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR; + renderingInfo.renderArea.extent.width = wd->Width; + renderingInfo.renderArea.extent.height = wd->Height; + renderingInfo.layerCount = 1; + renderingInfo.viewMask = 0; + renderingInfo.colorAttachmentCount = 1; + renderingInfo.pColorAttachments = &attachmentInfo; + + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo); + } + else +#endif + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1; + info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + } + + ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, bd->PipelineForViewports); + + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer); + + // Transition image to a layout suitable for presentation + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + } + else +#endif + { + vkCmdEndRenderPass(fd->CommandBuffer); + } + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &fsd->RenderCompleteSemaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkResetFences(v->Device, 1, &fd->Fence); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence); + check_vk_result(err); + } + } +} + +static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + if (vd->SwapChainNeedRebuild) // Frame data became invalid in the middle of rendering + return; + + VkResult err; + uint32_t present_index = wd->FrameIndex; + + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->RenderCompleteSemaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &present_index; + err = vkQueuePresentKHR(v->Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR) + { + vd->SwapChainNeedRebuild = true; + return; + } + if (err == VK_SUBOPTIMAL_KHR) + vd->SwapChainSuboptimal = true; + else + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +void ImGui_ImplVulkan_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler."); + platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers; +} + +void ImGui_ImplVulkan_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/libs/imgui/backends/imgui_impl_vulkan.h b/libs/imgui/backends/imgui_impl_vulkan.h index 6f4839c..2bb3d00 100644 --- a/libs/imgui/backends/imgui_impl_vulkan.h +++ b/libs/imgui/backends/imgui_impl_vulkan.h @@ -5,6 +5,7 @@ // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ @@ -75,16 +76,17 @@ // - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. struct ImGui_ImplVulkan_InitInfo { + uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE) VkInstance Instance; VkPhysicalDevice PhysicalDevice; VkDevice Device; uint32_t QueueFamily; VkQueue Queue; - VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 - VkRenderPass RenderPass; // Ignored if using dynamic rendering - uint32_t MinImageCount; // >= 2 - uint32_t ImageCount; // >= MinImageCount - VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 + VkRenderPass RenderPass; // Ignored if using dynamic rendering + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT // (Optional) VkPipelineCache PipelineCache; @@ -103,7 +105,7 @@ struct ImGui_ImplVulkan_InitInfo // (Optional) Allocation, Debugging const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); - VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. + VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. }; // Follow "Getting Started" link and check examples/ folder to learn about using backends! @@ -123,7 +125,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet d // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES -IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. @@ -161,8 +163,8 @@ struct ImGui_ImplVulkanH_Frame; struct ImGui_ImplVulkanH_Window; // Helpers -IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); -IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance); @@ -199,7 +201,6 @@ struct ImGui_ImplVulkanH_Window VkSurfaceFormatKHR SurfaceFormat; VkPresentModeKHR PresentMode; VkRenderPass RenderPass; - VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo bool UseDynamicRendering; bool ClearEnable; VkClearValue ClearValue; diff --git a/libs/imgui/backends/imgui_impl_wgpu.cpp b/libs/imgui/backends/imgui_impl_wgpu.cpp index 2f34c0e..5072e96 100644 --- a/libs/imgui/backends/imgui_impl_wgpu.cpp +++ b/libs/imgui/backends/imgui_impl_wgpu.cpp @@ -6,6 +6,8 @@ // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -17,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes. // 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083) // 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap. @@ -40,6 +43,8 @@ // 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-01-28: Initial version. +#include "imgui.h" + // When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN // or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details. #ifndef __EMSCRIPTEN__ @@ -52,14 +57,19 @@ #endif #endif -#include "imgui.h" #ifndef IMGUI_DISABLE #include "imgui_impl_wgpu.h" #include #include +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413) +// Using type alias until WGPU adopts the same naming convention (#8369) +using WGPUProgrammableStageDescriptor = WGPUComputeState; +#endif + // Dear ImGui prototypes from imgui_internal.h -extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed); #define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). // WebGPU data @@ -71,7 +81,6 @@ struct RenderResources WGPUBuffer Uniforms = nullptr; // Shader uniforms WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) - WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM }; @@ -245,7 +254,6 @@ static void SafeRelease(RenderResources& res) SafeRelease(res.Sampler); SafeRelease(res.Uniforms); SafeRelease(res.CommonBindGroup); - SafeRelease(res.ImageBindGroup); SafeRelease(res.ImageBindGroupLayout); }; @@ -261,14 +269,14 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN - WGPUShaderSourceWGSL wgsl_desc = {}; +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPUShaderSourceWGSL wgsl_desc = {}; wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; - wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; + wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; #else - WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; + WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; - wgsl_desc.code = wgsl_source; + wgsl_desc.code = wgsl_source; #endif WGPUShaderModuleDescriptor desc = {}; @@ -276,7 +284,8 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c WGPUProgrammableStageDescriptor stage_desc = {}; stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) stage_desc.entryPoint = { "main", WGPU_STRLEN }; #else stage_desc.entryPoint = "main"; @@ -393,7 +402,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder { nullptr, "Dear ImGui Vertex buffer", -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) WGPU_STRLEN, #endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, @@ -420,7 +429,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder { nullptr, "Dear ImGui Index buffer", -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) WGPU_STRLEN, #endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, @@ -485,18 +494,14 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder { // Bind custom texture ImTextureID tex_id = pcmd->GetTexID(); - ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); - auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); - if (bind_group) + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0); + WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (!bind_group) { - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); - } - else - { - WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); - bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); - wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); + bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group); } + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); @@ -518,6 +523,16 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } + + // Remove all ImageBindGroups + ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups; + for (int i = 0; i < image_bind_groups.Data.Size; i++) + { + WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p; + SafeRelease(bind_group); + } + image_bind_groups.Data.resize(0); + platform_io.Renderer_RenderState = nullptr; } @@ -533,7 +548,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture() // Upload texture to graphics system { WGPUTextureDescriptor tex_desc = {}; -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN }; #else tex_desc.label = "Dear ImGui Font Texture"; @@ -561,12 +576,20 @@ static void ImGui_ImplWGPU_CreateFontsTexture() // Upload texture data { +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPUTexelCopyTextureInfo dst_view = {}; +#else WGPUImageCopyTexture dst_view = {}; +#endif dst_view.texture = bd->renderResources.FontTexture; dst_view.mipLevel = 0; dst_view.origin = { 0, 0, 0 }; dst_view.aspect = WGPUTextureAspect_All; +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + WGPUTexelCopyBufferLayout layout = {}; +#else WGPUTextureDataLayout layout = {}; +#endif layout.offset = 0; layout.bytesPerRow = width * size_pp; layout.rowsPerImage = height; @@ -600,7 +623,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer() { nullptr, "Dear ImGui Uniform buffer", -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) WGPU_STRLEN, #endif WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, @@ -666,9 +689,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() // Vertex input configuration WGPUVertexAttribute attribute_desc[] = { +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#else { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#endif }; WGPUVertexBufferLayout buffer_layouts[1]; @@ -708,7 +737,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() // Create depth-stencil State WGPUDepthStencilState depth_stencil_state = {}; depth_stencil_state.format = bd->depthStencilFormat; -#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; #else depth_stencil_state.depthWriteEnabled = false; @@ -743,11 +772,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entries = common_bg_entries; bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); - - WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); - bd->renderResources.ImageBindGroup = image_bind_group; bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; - bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); SafeRelease(vertex_shader_desc.module); SafeRelease(pixel_shader_desc.module); @@ -807,7 +832,6 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) bd->renderResources.Uniforms = nullptr; bd->renderResources.CommonBindGroup = nullptr; bd->renderResources.ImageBindGroups.Data.reserve(100); - bd->renderResources.ImageBindGroup = nullptr; bd->renderResources.ImageBindGroupLayout = nullptr; // Create buffers with a default size (they will later be grown as needed) diff --git a/libs/imgui/backends/imgui_impl_wgpu.h b/libs/imgui/backends/imgui_impl_wgpu.h index 7efb02a..3262ac5 100644 --- a/libs/imgui/backends/imgui_impl_wgpu.h +++ b/libs/imgui/backends/imgui_impl_wgpu.h @@ -13,6 +13,8 @@ // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/backends/imgui_impl_win32.cpp b/libs/imgui/backends/imgui_impl_win32.cpp index f1cf6ec..f5939e8 100644 --- a/libs/imgui/backends/imgui_impl_win32.cpp +++ b/libs/imgui/backends/imgui_impl_win32.cpp @@ -7,6 +7,7 @@ // [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 VK_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -21,6 +22,13 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069) +// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069) +// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) // 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). @@ -103,6 +111,11 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) #endif +// Forward Declarations +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc); +static void ImGui_ImplWin32_ShutdownMultiViewportSupport(); +static void ImGui_ImplWin32_UpdateMonitors(); + struct ImGui_ImplWin32_Data { HWND hWnd; @@ -113,6 +126,7 @@ struct ImGui_ImplWin32_Data INT64 TicksPerSecond; ImGuiMouseCursor LastMouseCursor; UINT32 KeyboardCodePage; + bool WantUpdateMonitors; #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD bool HasGamepad; @@ -167,6 +181,8 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) io.BackendPlatformName = "imgui_impl_win32"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) bd->hWnd = (HWND)hwnd; bd->TicksPerSecond = perf_frequency; @@ -174,10 +190,17 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) bd->LastMouseCursor = ImGuiMouseCursor_COUNT; ImGui_ImplWin32_UpdateKeyboardCodePage(io); - // Set platform dependent data in viewport + // Update monitor a first time during init + ImGui_ImplWin32_UpdateMonitors(); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; - IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch + + // Be aware that GetPropA()/SetPropA() may be accessed from other processes. + // So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process. + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); + ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc); // Dynamically load XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD @@ -220,6 +243,9 @@ void ImGui_ImplWin32_Shutdown() IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr); + ImGui_ImplWin32_ShutdownMultiViewportSupport(); + // Unload XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD if (bd->XInputDLL) @@ -228,7 +254,7 @@ void ImGui_ImplWin32_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); IM_DELETE(bd); } @@ -256,6 +282,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgu case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break; + case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } ::SetCursor(::LoadCursor(nullptr, win32_cursor)); @@ -298,32 +326,69 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); } -static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) +static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd) +{ + // We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context. + // When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound. + //return ImGui::FindViewportByPlatformHandle((void*)hwnd); + for (ImGuiViewport* viewport : platform_io.Viewports) + if (viewport->PlatformHandle == hwnd) + return viewport; + return nullptr; +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io) { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); IM_ASSERT(bd->hWnd != 0); + POINT mouse_screen_pos; + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + HWND focused_window = ::GetForegroundWindow(); - const bool is_app_focused = (focused_window == bd->hWnd); + const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window))); if (is_app_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - if (::ClientToScreen(bd->hWnd, &pos)) - ::SetCursorPos(pos.x, pos.y); + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &pos); + ::SetCursorPos(pos.x, pos.y); } // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE - if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) { - POINT pos; - if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) - io.AddMousePosEvent((float)pos.x, (float)pos.y); + // 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) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); } } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); } // Gamepad navigation mapping @@ -384,16 +449,50 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) #endif } +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = {}; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; + if (imgui_monitor.DpiScale <= 0.0f) + return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; +} + void ImGui_ImplWin32_NewFrame() { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; ::GetClientRect(bd->hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + if (bd->WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); // Setup time step INT64 current_time = 0; @@ -402,7 +501,7 @@ void ImGui_ImplWin32_NewFrame() bd->Time = current_time; // Update OS mouse position - ImGui_ImplWin32_UpdateMouseData(io); + ImGui_ImplWin32_UpdateMouseData(io, platform_io); // Process workarounds for known Windows key handling issues ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); @@ -428,6 +527,8 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) return ImGuiKey_KeypadEnter; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + //IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam); switch (wParam) { case VK_TAB: return ImGuiKey_Tab; @@ -445,17 +546,17 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) case VK_SPACE: return ImGuiKey_Space; case VK_RETURN: return ImGuiKey_Enter; case VK_ESCAPE: return ImGuiKey_Escape; - case VK_OEM_7: return ImGuiKey_Apostrophe; + //case VK_OEM_7: return ImGuiKey_Apostrophe; case VK_OEM_COMMA: return ImGuiKey_Comma; - case VK_OEM_MINUS: return ImGuiKey_Minus; + //case VK_OEM_MINUS: return ImGuiKey_Minus; case VK_OEM_PERIOD: return ImGuiKey_Period; - case VK_OEM_2: return ImGuiKey_Slash; - case VK_OEM_1: return ImGuiKey_Semicolon; - case VK_OEM_PLUS: return ImGuiKey_Equal; - case VK_OEM_4: return ImGuiKey_LeftBracket; - case VK_OEM_5: return ImGuiKey_Backslash; - case VK_OEM_6: return ImGuiKey_RightBracket; - case VK_OEM_3: return ImGuiKey_GraveAccent; + //case VK_OEM_2: return ImGuiKey_Slash; + //case VK_OEM_1: return ImGuiKey_Semicolon; + //case VK_OEM_PLUS: return ImGuiKey_Equal; + //case VK_OEM_4: return ImGuiKey_LeftBracket; + //case VK_OEM_5: return ImGuiKey_Backslash; + //case VK_OEM_6: return ImGuiKey_RightBracket; + //case VK_OEM_3: return ImGuiKey_GraveAccent; case VK_CAPITAL: return ImGuiKey_CapsLock; case VK_SCROLL: return ImGuiKey_ScrollLock; case VK_NUMLOCK: return ImGuiKey_NumLock; @@ -547,8 +648,28 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) case VK_F24: return ImGuiKey_F24; case VK_BROWSER_BACK: return ImGuiKey_AppBack; case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; - default: return ImGuiKey_None; + default: break; } + + // Fallback to scancode + // https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names + switch (scancode) + { + case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc. + case 12: return ImGuiKey_Minus; + case 13: return ImGuiKey_Equal; + case 26: return ImGuiKey_LeftBracket; + case 27: return ImGuiKey_RightBracket; + case 86: return ImGuiKey_Oem102; + case 43: return ImGuiKey_Backslash; + case 39: return ImGuiKey_Semicolon; + case 40: return ImGuiKey_Apostrophe; + case 51: return ImGuiKey_Comma; + case 52: return ImGuiKey_Period; + case 53: return ImGuiKey_Slash; + } + + return ImGuiKey_None; } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. @@ -618,8 +739,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA bd->MouseTrackedArea = area; } POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; - if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. - return 0; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); io.AddMouseSourceEvent(mouse_source); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); return 0; @@ -765,6 +889,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA bd->WantUpdateHasGamepad = true; #endif return 0; + case WM_DISPLAYCHANGE: + bd->WantUpdateMonitors = true; + return 0; + case WM_SETTINGCHANGE: + if (wParam == SPI_SETWORKAREA) + bd->WantUpdateMonitors = true; + return 0; } return 0; } @@ -790,9 +921,9 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) { typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; - if (RtlVerifyVersionInfoFn == nullptr) - if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) - RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); if (RtlVerifyVersionInfoFn == nullptr) return FALSE; @@ -800,10 +931,10 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) ULONGLONG conditionMask = 0; versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); versionInfo.dwMajorVersion = major; - versionInfo.dwMinorVersion = minor; - VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); - VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); - return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; } #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA @@ -829,6 +960,10 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR // Helper function to enable DPI awareness without setting up a manifest void ImGui_ImplWin32_EnableDpiAwareness() { + // Make sure monitors will be updated with latest correct scaling + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; + if (_IsWindows10OrGreater()) { static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process @@ -861,16 +996,16 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) UINT xdpi = 96, ydpi = 96; if (_IsWindows8Point1OrGreater()) { - static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process - static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; - if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); - if (GetDpiForMonitorFn != nullptr) - { - GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! - return xdpi / 96.0f; - } + return xdpi / 96.0f; + } } #ifndef NOGDI const HDC dc = ::GetDC(nullptr); @@ -928,6 +1063,386 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) } } +//--------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData +{ + HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw + HWND HwndParent; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + + // Create window + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + vd->Hwnd = ::CreateWindowExW( + vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; + + // Secondary viewports store their imgui context + ::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) + { + if (::GetCapture() == vd->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(bd->hWnd); + } + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // ShowParent() also brings parent to front, which is not always desirable, + // so we temporarily disable parenting. (#7354) + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(vd->Hwnd, SW_SHOWNA); + else + ::ShowWindow(vd->Hwnd, SW_SHOW); + + // Restore + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) + { + // (Optional) Update TopMost state if it changed _after_ creation + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; + UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; + + // Apply flags and position (since it is affected by flags) + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + POINT pos = { 0, 0 }; + ::ClientToScreen(vd->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE); + vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect; + ::GetClientRect(vd->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + + // Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick + // which is to pass it directly to the DefWindowProcW() handler. + // See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project + //::SetWindowTextW(vd->Hwnd, title_w.Data); + ::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; +#endif +} + +namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); } + +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Allow secondary viewport WndProc to be called regardless of current context + ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT"); + if (ctx == NULL) + return DefWindowProc(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0. + + ImGuiIO& io = ImGui::GetIO(ctx); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx); + LRESULT result = 0; + if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io)) + result = true; + else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd)) + { + switch (msg) + { + case WM_CLOSE: + viewport->PlatformRequestClose = true; + break; + case WM_MOVE: + viewport->PlatformRequestMove = true; + break; + case WM_SIZE: + viewport->PlatformRequestResize = true; + break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + result = MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + result = HTTRANSPARENT; + break; + } + } + if (result == 0) + result = DefWindowProc(hWnd, msg, wParam, lParam); + return result; +} + +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc) +{ + WNDCLASSEXW wcex; + wcex.cbSize = sizeof(WNDCLASSEXW); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = nullptr; + wcex.lpszClassName = L"ImGui Platform"; + wcex.hIconSm = nullptr; + ::RegisterClassExW(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; +} + +static void ImGui_ImplWin32_ShutdownMultiViewportSupport() +{ + ::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); +} + //--------------------------------------------------------------------------------------------------------- #if defined(__GNUC__) diff --git a/libs/imgui/backends/imgui_impl_win32.h b/libs/imgui/backends/imgui_impl_win32.h index 083fe38..6584ff8 100644 --- a/libs/imgui/backends/imgui_impl_win32.h +++ b/libs/imgui/backends/imgui_impl_win32.h @@ -7,6 +7,7 @@ // [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 VK_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/libs/imgui/docs/CHANGELOG.txt b/libs/imgui/docs/CHANGELOG.txt index eaedb9c..6c4f19c 100644 --- a/libs/imgui/docs/CHANGELOG.txt +++ b/libs/imgui/docs/CHANGELOG.txt @@ -35,6 +35,177 @@ HOW TO UPDATE? and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.91.9b (Released 2025-03-17) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9b + +- Tables: Fixed assert when loading .ini settings with reordered columns. (#8496, #7934) +- Tables: Fixed issues when loading .ini settings for a table with columns using + ImGuiTableColumnFlags_DefaultHide or ImGuiTableColumnFlags_DefaultSort. (#8496, #7934) + + +----------------------------------------------------------------------- + VERSION 1.91.9 (Released 2025-03-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9 + +Breaking changes: + +- Image: removed 'tint_col' and 'border_col' parameter from Image() function. (#8131, #8238) + - Old function signature: + void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - New function signatures: + void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - New behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - Old behavior altered border size (and therefore layout) based on border color's + alpha, which caused variety of problems. + - Old behavior used a fixed value of 1.0f for border size which was not tweakable. + - Kept legacy signature (will obsolete), which mimics the old behavior, + but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - Added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. + It was impossible to add 'bg_col' to Image() with a parameter order consistent with + other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). +- Renamed ImFontConfig::GlyphExtraSpacing.x option to GlyphExtraAdvanceX. (#242) +- Renamed style.TabMinWidthForCloseButton to style.TabCloseButtonMinWidthUnselected. +- Backends: Vulkan: Added 'uint32_t api_version' argument to ImGui_ImplVulkan_LoadFunctions(). + Note that it was also added to ImGui_ImplVulkan_InitInfo but for the later it is optional. + (#8326, #8365, #8400) +- Internals: Fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[], +- Internals: Fonts: ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. +- Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead + of "##Menu_00", allowing them to also store the menu name before it. This shouldn't + affect code unless directly accessing menu window from their mangled name. + +Other changes: + +- Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), + RadioButton(), Selectable(). Regression from 2025/01/13. (#8370) +- Windows: Fixed an issue where BeginChild() inside a collapsed Begin() + wouldn't inherit the SkipItems flag, resulting in missing coarse clipping + opportunities for code not checking the BeginChild() return value. +- Windows, Style: Added style.WindowBorderHoverPadding setting to configure + inner/outer padding applied to hit-testing of windows borders and detection + of hovered window. +- InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) [@tanksdude] +- InputText: Pasting a multi-line buffer into a single-line edit replaces + carriage return by spaces. (#8459) +- InputTextWithHint(): Fixed buffer-overflow (luckily often with no visible effect) + when a user callback modified the buffer contents in a way that altered the + visibility of the preview/hint buffer. (#8368) [@m9710797, @ocornut] +- Scrollbar: Rework logic that fades-out scrollbar when it becomes too small, + which amusingly made it disappear when using very big font/frame size. +- Scrollbar: Automatically stabilize ScrollbarX visibility when detecting a + feedback loop manifesting with ScrollbarX visibility toggling on and off + repeatedly. (#8488, #3285, #4539) + (feedback loops of this sort can manifest in various situations, but combining + horizontal + vertical scrollbar + using a clipper with varying width items is + one frequent cause. The better solution is to, either: (1) enforce visibility + by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable + contents width with SetNextWindowContentSize(), if you can compute it.) +- Tables: fixed calling SetNextWindowScroll() on clipped scrolling table + to not leak the value into a subsequent window. (#8196) +- Tables: fixed an issue where Columns Visible/Width state wouldn't be correctly + restored when hot-reloading .ini state. (#7934) +- Tables: tamed some .ini settings optimizations to more accurately allow + overwriting/hot-reloading settings in more situations. (#7934) +- Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) +- Image: Added ImageWithBg() variant with bg color and tint color. (#8131, #8238) +- Image, Style: Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238) +- Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and + specifying a selectable size. (#8338) +- Tabs, Style: made the Close Button of selected tabs always visible by default, + without requiring to hover the tab. (#8387) + - Added style.TabCloseButtonMinWidthSelected/TabCloseButtonMinWidthUnselected settings + to configure visibility of the Close Button for selected and unselected tabs. + (-1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width) + - Default for selected tabs: TabCloseButtonMinWidthSelected = -1.0f (always visible) + - Default for unselected tabs: TabCloseButtonMinWidthUnselected = 0.0f (visible when hovered) +- Tabs: fixed middle-mouse-button to close tab not checking that close button + is hovered, merely its visibility. (#8399, #8387) [@nicovanbentum] +- TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. + (#8451, #7660) [@achabense] +- TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to + handle UTF-8 regardless of system regional settings. (#7660) [@achabense] +- Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested + BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) +- Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() + could incorrectly offset the final cursor, even if that index was not iterated through. + One case where it would manifest was calling Combo() with an out of range index. (#8450) +- Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker (defaults to true) + to allow disabled Item Picker suggestion in user facing builds. (#7961, #7669) +- Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) +- Misc: Various zealous warning fixes for newer version of Clang. +- Misc: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursors + (busy/wait/hourglass shape, with or without an arrow cursor). +- Demo: Reorganized "Widgets" section to be alphabetically ordered and split in more functions. +- Demo: Combos: demonstrate a very simple way to add a filter to a combo, + by showing the filter inside the combo contents. (#718) +- Examples: SDL3: Added comments to clarify setup for users of the unfortunate + SDL_MAIN_USE_CALLBACKS feature. (#8455) +- IO: Added ImGuiKey_Oem102 to ImGuiKey enum. (#7136, #7201, #7206, #7306, #8468) +- Backends: reworked key handlers to use/prioritize untranslated scancodes instead of + translated keycodes when dealing with OEM keys which are too difficult to find a reliable + translated mapping on all systems, backends and keyboard layout. + (#7136, #7201, #7206, #7306, #7670, #7672, #8468) + - The affected keys are: ImGuiKey_Apostrophe, ImGuiKey_Comma, ImGuiKey_Minus, ImGuiKey_Period, + ImGuiKey_Slash, ImGuiKey_Semicolon, ImGuiKey_Equal, ImGuiKey_LeftBracket, ImGuiKey_RightBracket, + ImGuiKey_Backslash, ImGuiKey_GraveAccent, and newly introduced ImGuiKey_Oem102. + - This is NOT affecting characters used the text inputs. + - Fixes many cases of keys not emitting a ImGuiKey value with certain keyboard layouts. + - Makes emitted ImGuiKey values more consistent regardless of keyboard mapping, + but you may be getting different values as before. + - Win32, SDL2, SDL3: Use scancodes for OEM keys. + - GLFW: GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 are emitting ImGuiKey_Oem102. +- Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled + with asserts enabled. (#8452) +- Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn + handler. (#7660) [@achabense] +- Backends: SDL2, SDL3: Use display bounds when SDL_GetDisplayUsableBounds() + fails or return a zero size. (#8415, #3457) +- Backends: SDL2, SDL3, Win32, Allegro5: Added support for ImGuiMouseCursor_Wait + and ImGuiMouseCursor_Progress cursors. +- Backends: SDL2, SDL3: Avoid calling SDL_GetGlobalMouseState() when mouse is in + relative mode. (#8425, #8407) [@TheMode] +- Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged, + to mitigate issues with e.g. Linux debuggers not claiming capture back on debug + break. (#6410, #3650) +- Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend + from e.g. other DLL boundaries. (#8406) +- Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() + signature started breaking in 1.91.8 due to missing command queue. (#8429) +- Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] +- Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. + Default to header version if unspecified. (#8326, #8365) [@mklefrancois] +- Backends: Vulkan: Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" + (without -KHR suffix) on API 1.3. (#8326, #8365) [@mklefrancois] +- Backends: WebGPU: Recreate image bind groups during render to allow reuse of + WGPUTextureView pointers. (#8426, #8046, #7765, #8027) [@pplux, @Jairard] +- Backends: WebGPU: Fix for DAWN API change WGPUProgrammableStageDescriptor -> WGPUComputeState. + [@PhantomCloak] (#8369) +- Backends: WebGPU: Fix for webgpu-native API changes. (#8426) [@pplux] + +Docking+Viewports Branch: + +- Docking: Removed legacy assert preventing to call DockBuilderSplitNode() on an existing + split node. This makes using DockBuilder a little more flexible and bearable! (#8472) [@MegaMech] +- Viewports: fixed an issue where in certain cases, a window repositioning leading + to a monitor change could have the window incorrectly get clamped within the boundaries + of its previous monitor. Would happen e.g. when loading .ini data during runtime. (#8484) +- Viewports: fixed an assert when a window load settings with a position outside + monitor bounds, when there are multiple monitors. (#8393, #8385) [@gaborodriguez] +- Viewports + Backends: Win32: Fixed setting title bar text when application + is compiled without UNICODE. (#7979, #5725) [@lailoken] +- Backends: GLFW, SDL2/SDL3: Update monitors and work areas information every frame, + as the later may change regardless of monitor/display changes. (#8415) +- Backends: Win32: WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh + of monitor list, as they contain work area information. (#8415) [@PathogenDavid, @lailoken] + + ----------------------------------------------------------------------- VERSION 1.91.8 (Released 2025-01-31) ----------------------------------------------------------------------- @@ -96,7 +267,7 @@ Other changes: one without the other is never correct. (#8174, #6556, #6336, #4723) - Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. -- Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by +- Backends+Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister] - Backends: SDL2: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual and an empty array. (#8329) @@ -110,6 +281,14 @@ Other changes: ImGui_ImplDX12_InitInfo instead of creating its own. - Backends: OSX: Removed notification observer when shutting down. (#8331) [@jrachele] +Docking+Viewports Branch: + +- Docking: Fixed an issue in 1.91.7 where using legacy ImGuiWindowFlags_NavFlattened + flag (instead of ImGuiChildFlags_NavFlattened) in docking branch would conflict + with internal docking flags. (#8357) [@DanielGibson] +- Backends: SDL3: new viewport windows are created with the SDL_WINDOW_HIDDEN flag + before calling SDL_ShowWindow(). (#8328) [@PathogenDavid] + ----------------------------------------------------------------------- VERSION 1.91.7 (Released 2025-01-14) @@ -244,6 +423,15 @@ Other changes: - Examples: Win32+DX12: Using a basic free-list allocator to manage multiple SRV descriptors. +Docking+Viewports Branch: + +- Docking: Added an assert to clarify that ImGuiDockNodeFlags_CentralNode flag + (from internals) does not need to be passed to DockSpace(), as it causes general + havoc. (#8145) +- Backends: Win32: Fixed a crash/regression in 1.91.5 when running two processes + with multi-viewports (was using GetProp() to query property which could have + belonged to another process). (#8162, #8069) [@sammyfreg, @ocornut] + ----------------------------------------------------------------------- VERSION 1.91.5 (Released 2024-11-07) @@ -279,7 +467,7 @@ Other changes: initial mouse down event. - Note that it may reveal incorrect usage if you were using InputInt/InputFloat without persistent storage by relying solely on e.g. IsItemDeactivatedAfterEdit(): - this was never supported and didn't work consistantly (see #8149). + this was never supported and didn't work consistently (see #8149). - InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. - Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default @@ -302,6 +490,15 @@ Other changes: - Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll() which has been deprecated. (#8013) [@feather179] +Docking+Viewports Branch: + +- Backends: GLFW: added Linux workaround for spurious mouse up events emitted while dragging + and creating new viewports. Generally they would be interrupting a dragging operations. + (#3158, #7733, #7922) [@rokups, @ocornut] +- Docking: fixed using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport(): + the normally invisible space did erroneously claim mouse hover and could be potentially + focused. (#8125) [@kcbanner] + ----------------------------------------------------------------------- VERSION 1.91.4 (Released 2024-10-18) @@ -383,7 +580,7 @@ Other changes: supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065, #3946) - imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE. - Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help). + Providing headers/libraries for plutosvg + plutovg is up to you (see #7927 for help). (#7927, #7187, #6591, #6607) [@pthom] - Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop user draw callbacks. @@ -391,6 +588,11 @@ Other changes: - Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230) +Docking+Viewports Branch: + +- Backends: changed all backends to allow enabling ImGuiConfigFlags_ViewportsEnable + after initialization. (#5371) + ----------------------------------------------------------------------- VERSION 1.91.3 (Released 2024-10-04) @@ -454,6 +656,13 @@ Other changes: - Backends: WebGPU: Fixed DAWN api change using WGPUStringView in WGPUShaderSourceWGSL. (#8009, #8010) [@blitz-research] +Docking+Viewports Branch: + +- Backends: SDL2, SDL3: Fixed building for UWP platforms. (#8008) +- Backends: Win32: Use ResisterClassW()/CreateWindowExW() for secondary viewports, to + ensure correct IME input even if the backend was compiled in MBCS mode. (#7979, #5725) + + ----------------------------------------------------------------------- VERSION 1.91.2 (Released 2024-09-19) ----------------------------------------------------------------------- @@ -514,6 +723,18 @@ Other changes: - Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette] +Docking+Viewports Branch: + +- Viewports: fixed an issue where a window manually constrained to the main viewport while crossing + over main viewport bounds isn't translated properly. (#7985) +- Backends: SDL2, SDL3, Win32: ensure that ImGuiPlatformMonitor list is available after backend Init call. (#7995) +- Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize() + on windows created by application (typically main viewport). +- Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog + mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) +- Backends: SDL3: added support for viewport->ParentViewportId field to support parenting + windows at OS level. (#7973, #7989) [@RT2code] + ----------------------------------------------------------------------- VERSION 1.91.1 (Released 2024-09-04) ----------------------------------------------------------------------- @@ -566,7 +787,7 @@ Other changes: by an extra pixel + rework the change so that contents doesn't overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428) - Tables: fixed an issue resizing columns or querying hovered column/row when using multiple - synched instances that are layed out at different X positions. (#7933) + synced instances that are laid out at different X positions. (#7933) - Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914) - InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46) @@ -597,6 +818,16 @@ Other changes: to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) - Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. +Docking+Viewports Branch: + +- Viewports: added optional platform_io.Platform_GetWindowWorkAreaInsets() hook + to allow backends to alter the default per-viewport work-area. (#7823) +- Backends: don't report monitors with DpiScale of 0, which seemed to be reported for + virtual monitors instead by accessibility drivers. (#7902) [@nicolasnoble, @ocornut] +- Backends: SDL2, SDL3: using SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN to support the + ImGuiViewportFlags_NoFocusOnAppearing flag, instead of using a Win32-specific hack. + (#7896) [@RT2Code] + ----------------------------------------------------------------------- VERSION 1.91.0 (Released 2024-07-30) ----------------------------------------------------------------------- @@ -756,6 +987,16 @@ Other changes: - Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups "Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante] +Docking+Viewports Branch: + +- Viewports: Always update fallback monitor to primary monitor if there's one. +- Backends: OSX: Fixed NSAppKitVersion version limit for setWantsBestResolutionOpenGLSurface + usage. (#7814) [@YGXXD] +- Backends: SDL3: Fixed a bug preventing ImGuiViewportFlags_NoFocusOnAppearing support from + working (Windows only). +- Backends: Vulkan: ImGui_ImplVulkan_SwapBuffers() used by secondary viewports still proceeds + increasing frame counters on VK_SUBOPTIMAL_KHR. (#7825, #3881) [@NostraMagister] + ----------------------------------------------------------------------- VERSION 1.90.9 (Released 2024-07-01) @@ -799,7 +1040,7 @@ Other changes: - Windows: BeginChild(): fixed a glitch when during a resize of a child window which is tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child position could have temporarily be moved around by erroneous padding application. (#7706) -- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal +- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw a horizontal line over selected tabs to increase visibility. This is used by docking. Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors. - Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for @@ -837,6 +1078,19 @@ Other changes: returning VK_SUBOPTIMAL_KHR, which doesn't seem to happen on Wayland. (#7671) [@AndreiNego, @ocornut] +Docking+Viewports Branch: + +- Windows, Menus: Fixed an issue where the size of sub-menu in their own viewport + would be erroneously clamped to the size of main viewport. (#7730) +- Merged GetBackgroundDrawList() and GetBackgroundDrawList(ImGuiViewport* viewport) + api entry points into a same one GetBackgroundDrawList(ImGuiViewport* viewport = NULL); +- Merged GetForegroundDrawList() and GetForegroundDrawList(ImGuiViewport* viewport) + api entry points into a same one GetForegroundDrawList(ImGuiViewport* viewport = NULL); +- Backends: SDL3: Update for introduction of SDL_GLContext from void*. (#7701, #7702) + [@bcsanches] +- Backends: Win32: Secondary viewports WndProc handler retrieve/set imgui context from + the HWND, allowing WndProc dispatch to work in multi-context setups. + ----------------------------------------------------------------------- VERSION 1.90.8 (Released 2024-06-06) @@ -862,7 +1116,7 @@ Other changes: - Scrollbar: made scrolling logic more standard: clicking above or below the grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150) - Scrollbar: fixed miscalculation of vertical scrollbar visibility when required - solely by the presence of an horizontal scrollbar. (#1574) + solely by the presence of a horizontal scrollbar. (#1574) - InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut] - InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal @@ -987,6 +1241,15 @@ versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this those API public. Only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. +Docking+Viewports Branch: + +- Docking: *BREAKING* changed signature of DockSpaceOverViewport() to allow passing + an explicit dockspace id if desired. (#7611) + Before: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + After: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + Simply add a leading 0 to your existing calls to DockSpaceOverViewport() if you have any. +- Tables: resizing border hit-rect scales according to current monitor dpi scale. + ----------------------------------------------------------------------- VERSION 1.90.6 (Released 2024-05-08) @@ -996,7 +1259,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking changes: -- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed +- TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) Before: TreeNode("##Hidden"); SameLine(); Text("Hello"); // This was actually incorrect! BUT appeared to look ok with the default style @@ -1045,6 +1308,18 @@ Other changes: - Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif] - Examples: GLFW+WebGPU: Renamed example_emscripten_wgpu/ to example_glfw_wgpu/. (#7435, #7132) +Docking+Viewports Branch: + +- Docking: when io.ConfigDockingWithShift is enabled, fixed help tooltip erroneously + reading SetNextWindowXXX() data. (#6709, #4643, #7491) [@ocornut, @cfillion] +- Viewports: fixed outer-right edge of MenuBar clipping rectangle off by one when window + is located on a monitor with negative coordinates. (#6861, #2884) [@cfillion] +- Backends: Vulkan: reworked swap-chain resize handling for secondary viewports, fix for + typical Linux setups. (#2626, #3390, #3758, #7508, #7513) [@RoryO, @InsideBSITheSecond] +- Backends: Vulkan: create a custom pipeline for secondary viewports. Fixes issues + when user created main viewport uses a different renderpass. (#6325, #6305, #7398, + #3459, #3253, #3522) [@skaman, @FunMiles] + ----------------------------------------------------------------------- VERSION 1.90.5 (Released 2024-04-11) @@ -1095,12 +1370,17 @@ Other changes: Note that only simple polygons (no self-intersections, no holes) are supported. - DrawList: Allow AddText() to accept null ranges. (#3615, 7391) - Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery - of interesting resources, because github doesn't allow Wiki to be crawled by search engines. + of interesting resources, because GitHub doesn't allow Wiki to be crawled by search engines. - This is the main wiki: https://github.com/ocornut/imgui/wiki - This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki Adding a link to the crawlable version, even though it is not intended for humans, to increase its search rank. +Docking+Viewports Branch: + +- Backends: Win32: made it so that an appearing viewport showing up doesn't bring + its parent to front. (#7354) + ----------------------------------------------------------------------- VERSION 1.90.4 (Released 2024-02-22) @@ -1134,6 +1414,13 @@ Other changes: - Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions. +Docking+Viewports Branch: + +- Backends: GLFW: enable ImGuiBackendFlags_HasMouseHoveredViewport support with GLFW 3.3.x, + as required specs for it was relaxed in 1.87. This enable better viewport hovering detection + without GLFW 3.4's GLFW_MOUSE_PASSTHROUGH, with less reliance on dear imgui's own heuristic + of platform windows order. (#7316) + ----------------------------------------------------------------------- VERSION 1.90.3 (Released 2024-02-14) @@ -1222,6 +1509,18 @@ Other changes: Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968), and useful for interactive completion/suggestions popups (#2057, #718) +Docking+Viewports Branch: + +- Added ImGuiWindowClass::FocusRouteParentWindowId as a way to connect the focus route between + a tool window to a parent document window, so that Shortcuts in the documents are routed when the + tool is focused (regardless of whether the tool is docked or in a floating viewport, etc.) (#6798) +- Added ImGuiDockNodeFlags_DockedWindowsInFocusRoute to automatically make a dockspace connect + the focus route of its docked window. This is provided a convenience in case you have windows + where a connection is not explicit. (#6798) +- Viewports: Fixed moving accross monitors when io.ConfigWindowsMoveFromTitleBarOnly is set. (#7299, #3071) +- Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled, leading to + missing e.g. DpiScale info. (#7257) [@actboy168] + ----------------------------------------------------------------------- VERSION 1.90.1 (Released 2024-01-10) @@ -1247,7 +1546,7 @@ Other changes: - BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground is specified. (#1710, #7194) - Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y) - for both axises since 1.90. (#7106) [@n0bodysec] + for both axes since 1.90. (#7106) [@n0bodysec] - Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677) - Navigation (Keyboard/gamepad): @@ -1326,6 +1625,15 @@ Other changes: (#6751) [@Traveller23, @ypujante] - Examples: SDL3: Minor fixes following recent SDL3 in-progress development. +Docking+Viewports Branch: + +- Windows: Fixed ImGuiCol_TitleBg/Active alpha being used for viewport-owned windows. (#7181) [@PathogenDavid] +- Backends: DX12: Changed swapchain scaling mode to DXGI_SCALING_NONE to reduce artifacts as + queued frames aren't synchronized with platform window resizes. (#7152, #7153) [@SuperWangKai] +- Backends: OSX: Fixed monitor and window position by correctly transforming Y origin on multi-viewports + multi-monitor setups. (#7028, #7101, #6009, #6432) [@dmirty-kuzmenko, @734vin] +- Backends: OSX: Fixed IME position in multi-monitor multi-viewports setups. (#7028) [@734vin] + ----------------------------------------------------------------------- VERSION 1.90.0 (Released 2023-11-15) @@ -1405,7 +1713,7 @@ Other changes: - Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables this optimization, meaning child contents will never be clipped (not recommended). - Please be considerate that child are full windows and carry significant overhead: - combining auto-resizing for both axises to create a non-scrolling child to merely draw + combining auto-resizing for both axes to create a non-scrolling child to merely draw a border would be better more optimally using BeginGroup(). (see #1496) (until we come up with new helpers for framed groups and work-rect adjustments). - BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often @@ -1467,7 +1775,7 @@ Other changes: parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869) - MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously register contents size in a way that would affect the scrolling layer. - Was most often noticeable when using an horizontal scrollbar. (#6789) + Was most often noticeable when using a horizontal scrollbar. (#6789) - InputText: - InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer. (regression from 1.89.2, only happened in some states). (#6783, #6000) @@ -1520,6 +1828,8 @@ Other changes: Fixed leaks, and added ImGui_ImplVulkan_DestroyFontsTexture() (probably no need to call this directly). (#6943, #6715, #6327, #3743, #4618) [@helynranta, @thomasherzog, @guybrush77, @albin-johansson, @MiroKaku, @benbatya-fb, @ocornut] +- Backends: Vulkan: use specified ColorAttachmentFormat when creating a secondary window when enabling + UseDynamicRendering option. (#6999, #5446, #5037) [@raaaviol] - Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99] - Backends: GLFW: Added support for F13 to F24 function keys. (#6891) - Backends: SDL2, SDL3: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891) @@ -1537,6 +1847,31 @@ Other changes: - Examples: GLFW+Vulkan, SDL+Vulkan: Simplified and removed code due to backend improvements. - Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861) +Docking+Viewports Branch: + +- Viewports: Fixed window inner clipping rectangle off by one when window is located on a monitor + with negative coordinates. While it is expected that other small issues with arise from this + situation, at the moment we are fixing the most noticeable one. (#6861, #2884) [@Vuhdo, @alektron] +- Docking: revised undocking to reduce accidental whole-node undocking: + - cannot undock a whole node by dragging from empty space in tab-bar. + - can undock whole node by dragging from window/collapse menu button. + - can undock single window by dragging from its tab. + - can still move (but not undock) whole node or whole hierarchy when node is part of a + floating hierarchy. + - added tooltip when hovering the collapse/window menu button, to faciliate understanding + that whole dock node may be undocked or grabbed from here. +- Docking: Fixed an issue leading to incorrect restoration of selected tab in dock nodes that + don't carry the currently focused window. (#2304) +- Docking: added ImGuiDockNodeFlags_NoUndocking. (#2999, #6823, #6780, #3492) +- Docking: renamed ImGuiDockNodeFlags_NoSplit to ImGuiDockNodeFlags_NoDockingSplit. +- Docking: renamed ImGuiDockNodeFlags_NoDockingInCentralNode to ImGuiDockNodeFlags_NoDockingOverCentralNode. +- Docking: Internals: renamed ImGuiDockNodeFlags_NoDockingSplitMe to ImGuiDockNodeFlags_NoDockingSplit. +- Docking: Fixed a bug where ClassId compare tests (when using SetNextWindowClass) on success would + prevent further filter from running, namely the one that prevent docking over a popup. +- Backends: GLFW: Fixed an assertion in situation where the WndProc handler is different between + main and secondary viewport (may happen due to third-party hooks). (#6889) +- Backends: DX9: Fixed incorrect assert triggering on reopening session with minimized windows. (#3424) + ----------------------------------------------------------------------- VERSION 1.89.9 (Released 2023-09-04) @@ -1594,6 +1929,11 @@ Other changes: - Examples: Emscripten+WebGPU: Fixed WGPUInstance creation process + use preferred framebuffer format. (#6640, #6748) [@smileorigin] +Docking+Viewports Branch: + +- Docking: when io.ConfigDockingWithShift is enabled, staying stationary while moving + a window displays an help tooltip to increase affordance. (#6709, #4643) + ----------------------------------------------------------------------- VERSION 1.89.8 (Released 2023-08-01) @@ -1662,6 +2002,16 @@ Other changes: - Examples: Vulkan: Creating minimal descriptor pools to fit only what is needed by example. (#6642) [@SaschaWillem] +Docking+Viewports Branch: + +- Docking, Style: resizing separators use same colors as window borders (ImGuiCol_Border) + for consistency. With default styles it doesn't make a big difference. (#2522) [@rmitton] + In the future if we promote using thick value for inner/outer docking padding we may + need to introduce new colors for it. +- Docking: added style.DockingSeparatorSize, ImGuiStyleVar_DockingSeparatorSize. Now + also scaled by style.ScaleAllSizes(). (#3481, #4721, #2522) [@PossiblyAShrub, @wobbier] +- Docking: fixed rendering of docked-window scrollbar above outer border. (#2522) + ----------------------------------------------------------------------- VERSION 1.89.7 (Released 2023-07-04) @@ -1673,7 +2023,7 @@ Breaking changes: - Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only - tweaked once during app initialisation, we are exceptionally accepting the breakage. + tweaked once during app initialization, we are exceptionally accepting the breakage. Majority of users should not even notice. - Overlapping items: (#6512, #3909, #517) - Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using @@ -1757,6 +2107,23 @@ Other changes: - Examples: Win32+OpenGL3: Changed DefWindowProc() to DefWindowProcW() to match other examples and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing] +Docking+Viewports Branch: + +- Viewports+Docking: Fixed extraneous viewport+platform-window recreation in various + combination of showing or hiding windows, docking with/without split, undocking. + While with some backends and without OS decorations, some extraneous window recreation + were visibly not noticeable, they would typically become noticeable when enabling + OS decorations on those windows (e.g. Windows title bar fade-in/animation). +- Viewports: Closing a viewport via OS/platform means (e.g. OS close button or task-bar menu), + mark all windows in this viewport as closed. +- Docking: Fixed one-frame flickering on reappearing windows binding to a dock node + where a later-submitted window was already bound. +- Docking: Fixed dragging from title-bar empty space (regression from 1.88 related to + keeping ID alive when calling low-level ButtonBehavior() directly). (#5181, #2645) +- Docking: [Internal] DockBuilderDockWindow() API calls don't clear docking order + if the target node is same as existing one. +- Backends: Win32: Added support for changing ParentViewportID after viewport creation. + ----------------------------------------------------------------------- VERSION 1.89.6 (Released 2023-05-31) @@ -1773,7 +2140,7 @@ Breaking changes: - Commented out obsolete/redirecting functions that were marked obsolete more than two years ago: - ListBoxHeader() -> use BeginListBox() - ListBoxFooter() -> use EndListBox() - - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence. + - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference. - Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp', in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286) - Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). @@ -1826,6 +2193,23 @@ Other changes: - Examples: Added SDL3+SDL_Renderer example. (#6286) - Examples: Updated all Visual Studio projects and batches to use /utf-8 argument. +Docking+Viewports Branch: + +- Viewports: Fixed platform-side focus (e.g. Alt+Tab) from leading to accidental + closure of Modal windows. Regression from 1.89.5. (#6357, #6299) +- Viewports: Fixed loss of imgui-side focus when dragging a secondary viewport back in + main viewport, due to platform-side handling changes. Regression from 1.89.5 (#6299) +- Viewports: Avoid applying imgui-side focus when focus change is due to a viewport + destruction. Fixes erroneous popup closure on closing a previous popup. (#6462, #6299) +- Viewports: Added void* ImGuiPlatformMonitor::PlatformHandle field (backend-dependant), + for usage by user code. +- Backends: GLFW: Preserve monitor list when there are no monitor, may briefly + happen when recovering from macOS sleeping mode. (#5683) [@Guistac] +- Backends: SDL2: Update monitor list when receiving a display event. (#6348) + Note however that SDL2 currently doesn't have an event for a DPI/Scaling change, + so monitor data won't be updated in this situation. +- Backends: SDL3: Update monitor list when receiving a display event. (#6348) + ----------------------------------------------------------------------- VERSION 1.89.5 (Released 2023-04-13) @@ -1883,7 +2267,6 @@ Other changes: is to other IME function such as SDL_SetTextInputRect(). (#6306, #6071, #1953) - Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#2334, #2702) -- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick] - Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#6315) [@PathogenDavid] - Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen. @@ -1899,6 +2282,16 @@ Other changes: - TestSuite: Added variety of new regression tests and improved/amended existing ones in imgui_test_engine/ repo. [@PathogenDavid, @ocornut] +Docking+Viewports Branch: + +- Viewports: Setting focus from Platform/OS (e.g. via decoration, or Alt-Tab) sets corresponding + focus at Dear ImGui level (generally last focused window in the viewport). (#6299) +- Docking: Fixed using GetItemXXX() or IsItemXXX() functions after a DockSpace(). (#6217) +- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick] +- Backends: GLFW: Fixed Emscripten erroneously enabling multi-viewport support, leading to assert. (#5683) +- Backends: SDL2/SDL3: Fixed IME text input rectangle position with viewports. (#6071, #1953) +- Backends: SDL3: Fixed for compilation with multi-viewports. (#6255) [@P3RK4N] + ----------------------------------------------------------------------- VERSION 1.89.4 (Released 2023-03-14) @@ -1937,7 +2330,7 @@ Other changes: - Public API: PushTabStop(false) / PopTabStop() - Internal: PushItemFlag(ImGuiItemFlags_NoTabStop, true); - Internal: Directly pass ImGuiItemFlags_NoTabStop to ItemAdd() for custom widgets. -- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not +- Nav: Tabbing/Shift+Tabbing can more reliably be used to step out of an item that is not tab-stoppable. (#3092, #5759, #787) - Nav: Made Enter key submit the same type of Activation event as Space key, allowing to press buttons with Enter. (#5606) @@ -1973,7 +2366,6 @@ Other changes: and ImGuiConfigFlags_NavEnableGamepad by default. (#787) - Internals: Misc tweaks to facilitate applying an explicit-context patch. (#5856) [@Dragnalith] - ----------------------------------------------------------------------- VERSION 1.89.3 (Released 2023-02-14) ----------------------------------------------------------------------- @@ -2000,20 +2392,20 @@ Other changes: due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc] - Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups] - - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down. - Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right. + - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y < 0.0f' scrolls Down. + Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x < 0.0f' scrolls Right. - Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019) - Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463) (whereas on OSX machines Shift+WheelY turns into WheelX at the OS level). - If you use a custom backend, you should verify horizontal wheel direction. - - Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on. - - Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on. + - Axes are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on. + - Axes are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on. - You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui. - Known issues remaining with Emscripten: - The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096) - When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX. This is because we don't know that we are running on Mac and apply our own Shift+swapping - on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need + on top of OSX's own swapping, so wheel axes are swapped twice. Emscripten apps may need to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way let us know!), or offer the "OSX-style behavior" option to their user. - Window: Avoid rendering shapes for hidden resize grips. @@ -2039,7 +2431,7 @@ Other changes: values for io.DeltaTime, and browser features such as "privacy.resistFingerprinting=true" can exacerbate that. (#6114, #3644) - Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with - hasPreciseScrollingDeltas==false (e.g. non-Apple mices). + hasPreciseScrollingDeltas==false (e.g. non-Apple mice). - Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and offer consistent horizontal scrolling direction. (#4019) - Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and @@ -2074,6 +2466,10 @@ Other changes: - Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931). +Docking+Viewports Branch: + +- Backends: GLFW: Handle unsupported glfwGetVideoMode() for Emscripten. (#6096) + ----------------------------------------------------------------------- VERSION 1.89.2 (Released 2023-01-05) @@ -2124,6 +2520,17 @@ All changes: - Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss] +Docking+Viewports Branch: + +- Docking: Internals: fixed DockBuilderCopyDockSpace() crashing when windows not in the + remapping list are docked on the left or top side of a split. (#6035) +- Docking: fixed DockSpace() with ImGuiDockNodeFlags_KeepAliveOnly marking current window + as written to, even if it doesn't technically submit an item. This allow using KeepAliveOnly + from any window location. (#6037) +- Backends: OSX: fixed typo in ImGui_ImplOSX_GetWindowSize that would cause issues when resiing + from OS decorations, if they are enabled on secondary viewports. (#6009) [@sivu] +- Backends: Metal: fixed secondary viewport rendering. (#6015) [@dmirty-kuzmenko] + ----------------------------------------------------------------------- VERSION 1.89.1 (Released 2022-11-24) @@ -2150,6 +2557,13 @@ Other changes: - Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908) - Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers] +Docking+Viewports Branch: + +- Viewports: Fixed collapsed windows setting ImGuiViewportFlags_NoRendererClear without + making title bar color opaque, leading to potential texture/fb garbage being visible. + Right now as we don't fully support transparent viewports (#2766), so we turn that + 'TitleBgCollapsed' color opaque just lke we do for 'WindowBG' on uncollapsed windows. + ----------------------------------------------------------------------- VERSION 1.89 (Released 2022-11-15) @@ -2243,7 +2657,7 @@ Other Changes: - Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604) - Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling - delay in some situations where e.g. windows need to be synched. (#1526) + delay in some situations where e.g. windows need to be synced. (#1526) - InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing Enter keep the input active and select all text. - InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) @@ -2287,7 +2701,7 @@ Other Changes: - Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775) - Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from a window which is neither a popup neither a menu used to incorrectly close and reopen the menu - (the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775) + (the fix may have side-effect and is labelled as experimental as we may need to revert). (#5775) - Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item in parent window when the parent is not a popup. (#5730) - Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730) @@ -2341,6 +2755,23 @@ Other Changes: - Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). - Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag] +Docking+Viewports Branch: + +- Docking: Fixed incorrect focus highlight on docking node when focusing a menu. (#5702) +- Docking, Nav: Fixed using gamepad/keyboard navigation not being able enter menu layer when + it only contained the standard Collapse/Close buttons and no actual menu. (#5463, #4792) +- Docking: Fixed regression introduced in v1.87 when docked window content not rendered + while switching between with CTRL+Tab. [@rokups] +- Docking: Fixed amending into an existing tab bar from rendering invisible items. (#5515) +- Docking: Made spacing between dock nodes not a dropping gap. When hovering it only + outer-docking drop markers are visible. +- Docking+Viewports: Fixed undocking window node causing parent viewports to become unresponsive + in certain situation (e.g. hidden tab bar). (#5503) [@rokups] +- Backends: SDL: Fixed building backend under non-OSX Apple targets (e.g. iPhone). (#5665) +- Backends: SDL: Fixed drag'n drop crossing a viewport border losing mouse coordinates. (#5710, #5012) +- Backends: GLFW: Fixed leftover static variable preventing from changing or + reinitializing backend while application is running. (#4616, #5434) [@rtoumazet] + ----------------------------------------------------------------------- VERSION 1.88 (Released 2022-06-21) @@ -2425,7 +2856,7 @@ Other Changes: always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root level of a popup with a child menu opened. - Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted - from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups] + from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups] - Style: Adjust default value of GrabMinSize from 10.0f to 12.0f. - Stack Tool: Added option to copy item path to clipboard. (#4631) - Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5] @@ -2475,6 +2906,26 @@ Other Changes: - Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632) - Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821) +Docking+Viewports Branch: + +- Docking: Fixed floating docked nodes not being clamped into viewport workrect to stay reachable + when io.ConfigWindowsMoveFromTitleBarOnly is true and multi-viewports are disabled. (#5044) +- Docking: Fixed a regression where moving window would be interrupted after undocking a tab + when io.ConfigDockingAlwaysTabBar is true. (#5324) [@rokups] +- Docking: Fixed incorrect focus highlight on docking node when focusing empty central node + or a child window which was manually injected into a dockspace window. +- Docking, Modal: Fixed a crash when opening popup from a parent which is being docked on the same frame. (#5401) +- Viewports: Fixed an issue where MouseViewport was lagging by a frame when using 1.87 Input Queue. + A common side-effect would be that when releasing a window drag the underlying window would highlight + for a frame. (#5837, #4921) [@cfillion] +- Viewports: Fixed translating a host viewport from briefly altering the size of AlwaysAutoResize windows. (#5057) +- Viewports: Fixed main viewport size not matching ImDrawData::DisplaySize for one frame during resize + when multi-viewports are disabled. (#4900) +- Backends: SDL: Fixed dragging out main viewport broken on some SDL setups. (#5012) [@rokups] +- Backends: OSX: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778) +- Backends: Metal: Added support for multi-viewports. [@stuartcarnie, @metarutaiga] (#4821, #2778) +- Examples: OSX+Metal, SDL+Metal, GLFW+Metal: Added support for multi-viewports. [@rokups] + ----------------------------------------------------------------------- VERSION 1.87 (Released 2022-02-07) @@ -2527,7 +2978,7 @@ Breaking Changes: io.AddKeyEvent(), io.AddKeyAnalogEvent(). - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays. - Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625) -- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184) +- Removed support for legacy arithmetic operators (+,+-,*,/) when inputting text into a slider/drag. (#4917, #3184) This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used). (Instead you may implement custom expression evaluators to provide a better version of this). - Backends: GLFW: backend now uses glfwSetCursorPosCallback(). @@ -2583,7 +3034,7 @@ Other Changes: - Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured. - Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) - Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing - callbacks after iniitializing backend. (#4981) + callbacks after initializing backend. (#4981) - Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921) - Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured. - Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) @@ -2618,6 +3069,29 @@ Other Changes: - Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev] +Docking+Viewports Branch: + +- Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792) +- Docking: Tabs use their own identifier instead of the Window identifier. + (This will invalidate some stored .ini data such as last selected tab, sorry!) +- Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows). +- Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer. +- Viewports, IO: Added io.AddMouseViewportEvent() function to queue hovered viewport change (when known by backend). +- Viewports: Relaxed specs for backend supporting ImGuiBackendFlags_HasMouseHoveredViewport: it is now _optional_ + for the backend to have to ignore viewports with the _NoInputs flag when call io.AddMouseViewportEvent(). It is + much better if they can (Win32 and GLFW 3.3+ backends can, SDL and GLFW 3.2 backends cannot, they are lacking data). + A concrete example is: when dragging a viewport for docking, the viewport is marked with _NoInputs to allow us + to pick the target viewports for docking. If the backend reports a viewport with _NoInputs when calling the + io.AddMouseViewportEvent() function, then Dear ImGui will revert to its flawed heuristic to find the viewport under. + By lowering those specs, we allow the SDL and more backend to support this, only relying on the heuristic in a few + drag and drop situations rather that relying on it everywhere. +- Viewports: Fixed a CTRL+TAB crash with viewports enabled when the window list needs to appears in + its own viewport (regression from 1.86). (#4023, #787) +- Viewports: Fixed active InputText() from preventing viewports to merge. (#4212) +- Backends: SDL: Added support for ImGuiBackendFlags_HasMouseHoveredViewport now that its specs have been lowered. +- (Breaking) Removed ImGuiPlatformIO::Platform_SetImeInputPos() in favor of newly standardized + io.SetPlatformImeDataFn() function. Should not affect more than default backends. + ----------------------------------------------------------------------- VERSION 1.86 (Released 2021-12-22) @@ -2665,7 +3139,7 @@ Other Changes: - Menus: fixed sub-menu items inside a popups from closing the popup. - Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788) - InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682) -- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761) +- InputText, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761) - InputText: made double-click select word, triple-line select line. Word delimitation logic differs slightly from the one used by CTRL+arrows. (#2244) - InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev] @@ -2696,7 +3170,7 @@ Other Changes: - Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups] - CI: Add MinGW DLL build to test suite. [@rokups] - Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce - likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling + likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. (#4644) - Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo] @@ -2716,6 +3190,24 @@ Other Changes: wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the in-flux specs says. (#4766) [@meshula] +Docking+Viewports Branch: + +- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643) +- Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace + when unrelated windows submitted before the dockspace have dynamic visibility. (#4757) +- Docking, Style: Docked windows honor ImGuiCol_WindowBg. (#2700, #2539) +- Docking, Style: Docked windows honor display their border properly. (#2522) +- Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree. +- Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted. +- Docking: Prevent docking any window created above a popup/modal. (#4317) +- Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order + to ensure a window is not parented. Previously this would use the global default (which might be 0, + but not always as it would depend on io.ConfigViewportsNoDefaultParent). (#3152, #2871) +- Viewports: Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729) +- Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport. +- Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656) +- Disabled: Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462) + ----------------------------------------------------------------------- VERSION 1.85 (Released 2021-10-12) @@ -2734,6 +3226,10 @@ Breaking Changes: Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not very useful in practice, and the only use of it in the demo was illfit. Using 'GetContentRegionAvail().x' is generally a better choice. +- (Docking branch) IsWindowFocused() and IsWindowHovered() with only the _ChildWindows flag + and without the _RootWindow flag used to leak docking hierarchy, so a docked window would + return as the child of the window hosting the dockspace. This was inconsistent and incorrect + with other behaviors so we fixed it. Added a new _DockHierarchy flag to opt-in this behavior. Other Changes: @@ -2772,7 +3268,7 @@ Other Changes: - Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window. - Nav: Improve scrolling behavior when navigating to an item larger than view. - TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to - the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement. + the TreePush(const char*) and TreePush(const void*) functions would use a hard-coded replacement. The only situation where that change would make a meaningful difference is TreePush((const char*)NULL) (_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash. You may replace it with anything else. @@ -2807,6 +3303,29 @@ Other Changes: - Backends: All renderers: Normalize clipping rect handling across backends. (#4464) - Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl] +Docking+Viewports Branch: + +- IsWindowFocused: Fixed using ImGuiFocusedFlags_ChildWindows (without _RootWindow) from leaking the + docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test. +- IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the + docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test. +- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation + is disabled. (#4547, #4439) [@PathogenDavid] +- Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when + called after Begin() on a docked window (broken 2021/03/04). (#3851) +- Docking: Improved resizing system so that non-central zone are better at keeping their fixed size. + The algorithm is still not handling the allocation of size ideally for nested sibling, but it got better. +- Docking: Fixed settings load issue when mouse wheeling. (#4310) +- Docking: Fixed manually created floating node with a central node from not hiding when windows are gone. +- Docking + Drag and Drop: Fixed using BeginDragDropSource() or BeginDragDropTarget() inside a Begin() + that returned false because the window is docked. (#4515) +- Viewports: Fixed a crash while a window owning its viewport disappear while being dragged. + It would manifest when e.g. reconfiguring dock nodes while dragging. +- Viewports: Fixed unnecessary creation of temporary viewports when multiple docked windows + got reassigned to a new node (created mid-frame) which already has a HostWindow. +- Viewports: Fixed window with viewport ini data immediately merged into a host viewport from + leaving a temporary viewport alive for a frame (would leak into backend). + ----------------------------------------------------------------------- VERSION 1.84.2 (Released 2021-08-23) @@ -2895,9 +3414,9 @@ Other Changes: - Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels. - Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269) - Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) -- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269) +- Fonts: Added U+FFFD ("replacement character") to default Asian glyphs ranges. (#4269) - Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487) -- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles. +- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tessellation not using accelerated paths for small circles. Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd] - Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171) Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid @@ -2941,7 +3460,26 @@ Other Changes: - Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key). Other OSX examples were not affected. (#4253, #1873) [@rokups] - Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg. -- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h. +- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h. + +Docking+Viewports Branch: + +- Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186) +- Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061) +- Docking: Fix crash using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295) [@hsimyu] +- Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace, which tends to happen + when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace + on the next frame after the floating window hosting the node has been automatically created. (#3203, #4295) +- Docking: Reworked node flags saving/inheritance so that flags enforced by docked windows via the + DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked. + (#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648) +- Docking: (Internal/Experimental) Removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass as + it is ambiguous how to apply them and we haven't got a use out of them yet. +- Docking: Fixed ImGuiWindowFlags_UnsavedDocument clipping label in docked windows when there are + no close button. (#5745) +- Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value + from the implicit/fallback window. (#4236, #2409) +- Backends: Vulkan: Fix the use of the incorrect fence for secondary viewports. (#4208) [@FunMiles] ----------------------------------------------------------------------- @@ -3027,6 +3565,22 @@ Other Changes: - Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369) - Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios] +Docking+Viewports Branch: + +- [Breaking] Removed io.ConfigDockingWithShift config option. Behavior always equivalent to having the + option set to false (dock/undock by default, hold shift to avoid docking). (#2109) +- Docking: DockSpace() returns its node ID. +- Docking: Dockspace() never draws a background. (#3924) +- Docking: Undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations. +- Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. (#4130) +- Docking: Tweak rendering and alignment of dock node menu marker. (#4130) +- Docking: Fixed restoring of tab order within a dockspace or a split node. +- Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame. +- Docking: Fixed multiple simultaneously reappearing window from appearing undocked for one frame. +- Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967) +- Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837). +- Backends, Viewports: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881) + ----------------------------------------------------------------------- VERSION 1.82 (Released 2021-02-15) @@ -3063,7 +3617,7 @@ Breaking Changes: - ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing. - InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an - incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863) + incorrect description of behavior. Was mostly used by memory editor. Kept inline redirection function. (#2863) - Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers. - Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd] @@ -3122,6 +3676,13 @@ Other Changes: scheduled builds builds are not required. [@rokups] - Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid] +Docking+Viewports Branch: + +- Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213) +- Viewports: Added GetViewportPlatformMonitor() with a safety net to keep code portable. +- Viewports, Backends: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch. +- Viewports, Backends: GLFW: Fix application of WantSetMousePos. (#1542, #787) + ----------------------------------------------------------------------- VERSION 1.81 (Released 2021-02-10) @@ -3161,7 +3722,7 @@ Other Changes: - For a Platform Monitor, the work area is generally the full area minus space used by task-bars. - All of this has been the case in 'docking' branch for a long time. What we've done is merely merging a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time. -- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760) +- Tables: Fixed PopItemWidth() or multi-components items not restoring per-column ItemWidth correctly. (#3760) - Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no close button in the window. (#3731) - SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans] @@ -3198,11 +3759,22 @@ Other Changes: User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions. - Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V] - Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups] -- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz] +- Backends: WebGPU: Added renderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz] Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break. - Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz] - Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632) +Docking+Viewports Branch: + +- Docking: Fix losing docking information on closed windows for which the hosting node was split. (#3716) [@GamingMinds-DanielC] +- Docking: Fix gap in hit test hole when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733) +- Viewports: (Breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate + (and misleading as we will evolve the concept). +- Viewports: (Breaking) turned ImGuiViewport::GetWorkPos(), ImGuiViewport::GetWorkSize() into regular fields + (WorkPos, WorkSize) before exposing in master branch. +- Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates. +- Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758) + ----------------------------------------------------------------------- VERSION 1.80 (Released 2021-01-21) @@ -3322,6 +3894,14 @@ Other Changes: - Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them. - Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs. +Docking+Viewports Branch: + +- Docking: Docked windows honor change of tab and text colors. (#2771) +- Docking: Support for appending into existing tab-bar made to work with Docking + internal helper DockNodeBeginAmendTabBar(). +- Docking: Added experimental TabItemFlagsOverrideSet to ImGuiWindowClass. +- Viewports: Fixed incorrect whitening of popups above a modal if both use their own viewport. +- Viewports: Backends: Vulkan: Fixed build, removed extraneous pipeline creation. (#3459, #3579) + ----------------------------------------------------------------------- VERSION 1.79 (Released 2020-10-08) @@ -3397,12 +3977,12 @@ Other Changes: - Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of a fully clipped column. (#3475) [@szreder] - Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than - viewport on either or both axises. [@Rokups] + viewport on either or both axes. [@Rokups] - Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1. Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font. - Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. - Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console'). -- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have +- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 contexts which have the defines set by a loader. (#3467, #1985) [@jjwebb] - Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their own render pass. (#3455, #3459) [@FunMiles] @@ -3416,6 +3996,21 @@ Other Changes: - Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building on 32-bit systems. Added project to default Visual Studio solution file. (#301) +Docking+Viewports Branch: + +- Docking: DockSpace() emits ItemSize() properly (useful when not filling all space). +- Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d. Improve metrics debugging. +- Docking: Fix honoring payload filter with overlapping nodes (we incorrectly over-relied on g.HoveredDockNode + when making change for #3398). +- Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499) +- Viewports: Fixed a rare edge-case if the window targeted by CTRL+Tab stops being rendered. +- Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD] +- Viewports: Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main + viewport. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow(). +- Viewports: Backends: DirectX9: Recover from D3DERR_DEVICELOST on secondary viewports. (#3424) +- Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) [@Kodokuna] +- Viewports: Backends: GLFW: Workaround for cases where glfwGetMonitorWorkarea fails (#3457) [@dougbinks] + ----------------------------------------------------------------------- VERSION 1.78 (Released 2020-08-18) @@ -3491,7 +4086,7 @@ Other Changes: and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle. This is a small but rather important change because lots of multi-button behaviors could previously only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton() - with is a de-facto versatile building block to creating custom widgets with the public API. + with is a de facto versatile building block to creating custom widgets with the public API. - Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled from the merged/target font settings when merging fonts, instead of being pulled from the source font settings. @@ -3517,6 +4112,23 @@ Other Changes: - Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO] - CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon] +Docking+Viewports Branch: + +- Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109) +- Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an + empty node. (#3398) +- Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a. Most typically noticeable + when disabling multi-viewport. +- Docking: Workaround recovery for node created without the _DockSpace flags later becoming a DockSpace. (#3340) +- Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on + _WantLockSizeOnce forever. (#3328) +- Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be + properly handled but this is a step toward toolbar emitting size constraints. +- Docking: Added experimental flags to perform more docking filtering and disable resize per axis. + Designed for toolbar patterns. +- Viewports, Backends, GLFW: Use GLFW_MOUSE_PASSTHROUGH when available. +- Viewports, Backends: DX12: Fixed issue on shutdown when viewports are disabled. (#3347) + ----------------------------------------------------------------------- VERSION 1.77 (Released 2020-06-29) @@ -3608,6 +4220,17 @@ Other Changes: - Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm not forwarding right and center mouse clicks. (#3260) [@nburrus] +Docking+Viewports Branch: + +- Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213) +- Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch. (#1542) +- Docking, Settings: Allow reload of settings data at runtime. (#2573) +- Backends, GLFW: Fix windows resizing incorrectly on Linux due to GLFW firing window positioning + callbacks on next frame after window is resized manually. (#2117) +- Backends: DX12: Fix OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210) +- Backends: DX12: Fix for crash caused by early resource release. (#3121) +- Backends, Win32: Request monitor update when DPI awareness is enabled to make sure they have the correct DPI settings. + ----------------------------------------------------------------------- VERSION 1.76 (Released 2020-04-12) @@ -3638,7 +4261,7 @@ Other Changes: ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073) - Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar] - Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h. - - More onsistent handling of unsupported code points (0xFFFD). + - More consistent handling of unsupported code points (0xFFFD). - Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(), allowing for more complete CJK input. - sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF. @@ -3680,6 +4303,20 @@ Other Changes: - Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay] - Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope] +Docking+Viewports Branch: + +- Docking: Fixed assert preventing dockspace from being created instead a hidden tab. (#3101) +- Viewports: Fixed secondary viewports accidentally merging into a minimized host viewport. (#3118) +- Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DockspaceOverViewport() + and demo code (overlay etc) accordingly. (#3035, #2889, #2474, #1542, #2109) +- Viewports: Improve menu positioning in multi-monitor setups. [@rokups] +- Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939) +- Viewports: Avoid manually clipping resize grips and borders, which messes up with automation ability + to locate those items. Also simpler and more standard. +- Viewports: Fix for UWP in the imgui_impl_win32.cpp IME handler. (#2895, #2892). +- Viewports: Bunch of extra of comments to facilitate setting up multi-viewports. +- Viewports, GLFW: Avoid using window positioning workaround for GLFW 3.3+ versions that have it fixed. + ----------------------------------------------------------------------- VERSION 1.75 (Released 2020-02-10) @@ -3722,7 +4359,7 @@ Other Changes: - Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. -- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected +- Nav: Fixed a bug where the initial CTRL+Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787) - ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] - ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation @@ -3778,6 +4415,21 @@ Other Changes: - Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw] +Docking+Viewports Branch: + +- Docking + Nav: Fixed messed up Ctrl+Tab order with docked windows. +- Docking + Nav: Fixed failing to restore NavId when refocusing a child within a docked window. +- Docking + Nav: Fixed failing to restore NavId when refocusing due to missing nav window (when + it stops being submitted). +- Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960) +- Docking: Added experimental DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear flags in ImGuiWindowClass + (currently experimenting with toolbar idioms). +- Viewports: Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect + (can happen with OS decoration enabled). +- Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports. +- Backends: SDL: Honor NoTaskBarIcon flag under non Win32 OS. (#2117) +- Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled. + ----------------------------------------------------------------------- VERSION 1.74 (Released 2019-11-25) @@ -3857,6 +4509,14 @@ Other Changes: - CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups] +Docking+Viewports Branch: + +- Docking: Can undock from the small triangle button. (#2109,. #2645) +- Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node, + leading to empty space at the right of tab-bars with those flags. (#2109) +- Docking: Made docked windows not use style.ChildRounding. +- Multi-viewports: Added multi-viewport support in the DX12 back-end. (#2851) [@obfuscate] + ----------------------------------------------------------------------- VERSION 1.73 (Released 2019-09-24) @@ -3895,7 +4555,7 @@ Other Changes: mostly for consistency. (#2159, #2160) [@goran-w] - Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). - Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) -- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly +- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixely dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups] @@ -3919,6 +4579,28 @@ Other Changes: - Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] +Docking+Viewports Branch: + +- Docking: Fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node. (#2109) +- Docking: Fix for node created at the same time as windows that are still resizing (typically with + io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109). The fix delays their visibility by one frame, + which is not ideal but not very problematic as the .ini data gets populated after that. +- Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node). +- Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing + it back. Fix modal reference viewport when opened outside of another window. (#1542) +- Viewport: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick, this also mitigate the issue described by #2445, + which becomes particularly bad with unfocused modal. (#1542) +- Viewport: better case case where host window gets moved and resized simultaneous (toggling maximized state). + There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542) +- Viewport, Docking: Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created + in NewFrame() as such, messing with popup viewport inheritance. +- Viewport: Fixed issue where resize grip would display as hovered while mouse is still off the OS bounds so a click + would miss it and focus the OS window behind expected one. (#1542) +- Viewport: Fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769) +- Viewport: Backends: GLFW: Fix setting window size on macOS (#2767, #2117) [@rokups] +- Viewport: Backends: GLFW+Linux: Fix window having incorrect size after uncollapse. (#2756, #2117) [@rokups] +- Viewport: Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560) + ----------------------------------------------------------------------- VERSION 1.72b (Released 2019-07-31) @@ -4021,6 +4703,25 @@ Other Changes: (#2482, #2632) [@josiahmanson] - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] +Docking+Viewports Branch: + +- Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645). +- Docking: Explicitly inhibit constraint when docked for now. Fix clipping issue related to constraints. (#2690). +- Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty. +- Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar. + Added ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows. +- Docking: Perform simple check: assert if Docking or Viewport are enabled exactly on frame 1 (instead of frame 0 + or later), which is a common user error leading to loss of .ini data on load. +- Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame. +- Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with io.ConfigDockingTabBarOnSingleWindows. +- Docking: Added ImGuiDockNode to .natvis file. +- Docking: Fixed support for large meshes in GetBackgroundDrawList(), GetForegroundDrawList(). (#2638) +- Viewport: Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676) +- Viewport: Refactored ImGuiWindowClass's ViewportFlagsOverrideMask + ViewportFlagsOverrideValue into + ViewportFlagsOverrideSet + ViewportFlagsOverrideClear which appears easier to grasp. (#1542) +- Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis + via the ImGuiWindowClass override mechanism. (#1542) + ----------------------------------------------------------------------- VERSION 1.71 (Released 2019-06-12) @@ -4231,7 +4932,7 @@ Other Changes: - InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. - InputText: Fixed various display corruption related to swapping the underlying buffer while - a input widget is active (both for writable and read-only paths). Often they would manifest + an input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text. - ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). @@ -4242,7 +4943,7 @@ Other Changes: reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] - MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). - Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371) -- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to +- Tabs: Added extra misusage error recovery. Past the assert, common misusage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) - Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing. @@ -4285,7 +4986,7 @@ Breaking Changes: - Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). - If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value! + If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! Other Changes: @@ -4360,6 +5061,7 @@ Breaking Changes: - Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). Other Changes: + - Added BETA api for Tab Bar/Tabs widgets: (#261, #351) - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API. - Added ImGuiTabBarFlags flags for BeginTabBar(). @@ -4383,7 +5085,7 @@ Other Changes: in the parent window, so there is no mismatch between the layout in parent and the position of the child window. - InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257) - DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5] -- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary +- Nav: Fixed a keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary keep the focus on the parent window, which could steal it from newly appearing windows. (#787) - Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787) - Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer @@ -4535,7 +5237,7 @@ Changes: then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis. What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool, search for the corresponding function in the new code and apply the chunks manually. -- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github, +- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the GitHub, so a solution applicable on the Master branch can be found. If your company has changes that you cannot disclose you may also contact me privately. @@ -4570,7 +5272,7 @@ Other Changes: - Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787) - Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) - While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the + While it was previously possible, you won't be able to CTRL+TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag. - Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909) - Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from @@ -4605,7 +5307,7 @@ Other Changes: - Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875). - Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive). - Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) -- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) +- Fixed an include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) - ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings) are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200) - OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby] @@ -4840,7 +5542,7 @@ Other Changes: - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, - Escape to cancel/close, Ctrl-Tab to focus windows, etc. + Escape to cancel/close, Ctrl+Tab to focus windows, etc. - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. - For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. @@ -4890,7 +5592,7 @@ Other Changes: - Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181) - Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939). -- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707) +- Style: Close buttons now display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707) - Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533). - Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439) - Popup: Better handling of user mistakenly calling OpenPopup() every frame (with the 'reopen_existing' option). @@ -4913,7 +5615,7 @@ Other Changes: - Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143) - Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143) - DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) -- InputFloat: Allow inputing value using scientific notation e.g. "1e+10". +- InputFloat: Allow inputting value using scientific notation e.g. "1e+10". - InputDouble: Added InputDouble() function. We use a format string instead of a 'decimal_precision' parameter to also for "%e" and variants. (#1011) - Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx] @@ -4958,7 +5660,7 @@ Other Changes: - Demo: Improved Selectable() examples. (#1528) - Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. - Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. -- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible. +- Demo: Using IM_COL32() instead of ImColor() in ImDrawList-centric contexts. Trying to phase out use of the ImColor helper whenever possible. - Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed. - Examples: Using Dark theme by default. (#707). Tweaked demo code. - Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker] @@ -5076,7 +5778,7 @@ Other Changes: - Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822) -- Window: Sizing fixes when using SetNextWindowSize() on individual axises. +- Window: Sizing fixes when using SetNextWindowSize() on individual axes. - Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694) - Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step. @@ -5378,7 +6080,7 @@ Other Changes: check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints - (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, + (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. - Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, @@ -5480,7 +6182,7 @@ Other Changes: certain style settings and zero WindowMinSize). - EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849) - BulletText(): Fixed stopping to display formatted string after the '##' mark. -- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727) +- Closing the focused window restore focus to the first active root window in descending z-order. (part of #727) - Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse] - Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690) - Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706) @@ -5517,7 +6219,7 @@ Other Changes: - Demo: ShowStyleEditor: show font character map / grid in more details. - Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end. - Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw] -- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810) +- Examples: Accessing ImVector fields directly, feel less stl-y. (#810) - Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807) - Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116) - Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman] @@ -5681,7 +6383,7 @@ Other Changes: after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564) - DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting variable (e.g. non saved local) can be passed. -- InputText(): OS X friendly behaviors: (@zhiayang), (#473) +- InputText(): OS X friendly behaviors: (@zhiayang), (#473) - Word movement uses ALT key; - Shortcuts uses CMD key; - Double-clicking text select a single word; @@ -5806,7 +6508,7 @@ Changes: - PlotHistogram(): improved rendering of histogram with a lot of values. - Dummy(): creates an item so functions such as IsItemHovered() can be used. - BeginChildFrame() helper: added the extra_flags parameter. -- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355). +- Scrollbar: fixed rounding of background + child window consistently have ChildWindowBg color under ScrollbarBg fill. (#355). - Scrollbar: background color less translucent in default style so it works better when changing background color. - Scrollbar: fixed minor rendering offset when borders are enabled. (#365) - ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318) @@ -5822,7 +6524,7 @@ Changes: - Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335) - Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326) - Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size. -- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. +- Demo: Horizontal scrollbar demo allows to enable simultaneous scrollbars on both axes. - Tools: binary_to_compressed_c.cpp: added -nocompress option. - Examples: Added example for the Marmalade platform. - Examples: Added batch files to build Windows examples with VS. @@ -5867,7 +6569,7 @@ Other Changes: - ImDrawList: Added an assert on overflowing index value (#292). - ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments. - ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287). -- Fixed Bullet() inconsistent layout behaviour when clipped. +- Fixed Bullet() inconsistent layout behavior when clipped. - Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup). - Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so. - Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack. @@ -5879,7 +6581,7 @@ Other Changes: the first place so it's not really a useful default. - Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border). - Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows - appending to a window without worryin about flags. + appending to a window without worrying about flags. - InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279). - Demo: Fixed incorrectly formed string passed to Combo (#298). - Demo: Added simple Log demo. @@ -5913,7 +6615,7 @@ Other Changes: and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed for forward-compatibility and code using those types/functions may occasionally break. (#219) - All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call - the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused. + the ShowTestWindow() function as de facto guide to ImGui features. It will be stripped out by the linker when unused. - Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()). - Added ImGuiWindowFlags_NoInputs for totally input-passthru window. - Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels @@ -6278,7 +6980,7 @@ Other Changes: - IsItemHovered() return false if another widget is active, aka we can't use what we are hovering now. - Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing the drop side of a drag'n drop operation). -- IsItemhovered() include space taken by label and behave consistently for all widgets (#145) +- IsItemHovered() include space taken by label and behave consistently for all widgets (#145) - Auto-filling child window feed their content size to parent (#170) - InputText() removed the odd ~ characters when clipping. - InputText() update its width in case of resize initiated programmatically while the widget is active. @@ -6342,7 +7044,7 @@ Other Changes: - Sliders: Fixed parsing of decimal precision back from format string when using %%. - Sliders: Fixed hovering bounding test excluding padding between outer frame and grab (there was a few pixels dead-zone). - Separator() logs itself as text when passing through text log. -- Optimisation: TreeNodeV() early out if SkipItems is set without formatting. +- Optimization: TreeNodeV() early out if SkipItems is set without formatting. - Moved various static buffers into state. Increase the formatted string buffer from 1K to 3K. - Examples: Example console keeps focus on input box at all times. - Examples: Updated to GLFW 3.1. Moved to examples/libs/ folder. @@ -6471,8 +7173,8 @@ Other Changes: Callback now passed an "EventFlag" parameter. - InputText: Added ImGuiInputTextFlags_CharsUppercase and ImGuiInputTextFlags_CharsNoBlank stock filters. - PushItemWidth() can take negative value to right-align items. -- Optimisation: Columns offsets cached to avoid unnecessary binary search. -- Optimisation: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when +- Optimization: Columns offsets cached to avoid unnecessary binary search. +- Optimization: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when submitting thousands of clipped items). - Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility. - Added BeginChild() variant that takes an ImGuiID. @@ -6515,7 +7217,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -- Big update! Initialisation had to be changed. You don't need to load PNG data anymore. Th +- Big update! Initialization had to be changed. You don't need to load PNG data anymore. The new system gives you uncompressed texture data. - This sequence: const void* png_data; @@ -6525,7 +7227,7 @@ Breaking Changes: - Became: unsigned char* pixels; int width, height; - // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font + // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // io.Fonts->TexID = (your_texture_identifier); @@ -6547,7 +7249,7 @@ Other Changes: - Added IsItemActive() to tell if last widget is being held / modified (as opposed to just being hovered). Useful for custom dragging behaviors. - Style: Added FrameRounding setting for a more rounded look (default to 0 for now). -- Window: Fixed using multiple Begin/End pair on the same wnidow. +- Window: Fixed using multiple Begin/End pair on the same window. - Window: Fixed style.WindowMinSize not being honored properly. - Window: Added SetCursorScreenPos() helper (WindowPos+CursorPos = ScreenPos). - ColorEdit3: clicking on color square change the edition. The toggle button is hidden by default. @@ -6578,10 +7280,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - Dragging outside area of a widget while it is active doesn't trigger hover on other widgets. - Activating widget bring parent window to front if not already. - Checkbox and Radio buttons activate on click-release to be consistent with other widgets and most UI. -- InputText() nows consume input characters immediately so they cannot be reused if +- InputText() now consumes input characters immediately so they cannot be reused if ImGui::Update is called again with a call to ImGui::Render(). (fixes #105) - Examples: Console: added support for History callbacks + some cleanup. -- Various small optimisations. +- Various small optimizations. - Cleanup and other fixes. @@ -6784,7 +7486,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -- The behaviour of PixelCenterOffset changed! You may need to change your value if you had set +- The behavior of PixelCenterOffset changed! You may need to change your value if you had set it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering uses some form of multisampling. @@ -6878,7 +7580,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v - OpenGL example now use the fixed function-pipeline + cleanups, down by 150 lines. - Added quick & dirty Makefiles for MacOSX and Linux. -- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimisations. +- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimizations. - Fixed warnings for more stringent compilation settings. diff --git a/libs/imgui/docs/CONTRIBUTING.md b/libs/imgui/docs/CONTRIBUTING.md index 5cc9cdb..fb946c4 100644 --- a/libs/imgui/docs/CONTRIBUTING.md +++ b/libs/imgui/docs/CONTRIBUTING.md @@ -34,7 +34,7 @@ Only if you: Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue. -If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue. +If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue. ## How to open an issue @@ -52,7 +52,7 @@ Steps: - **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time. - **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files. - **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful. -- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled. +- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled. - Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end. - If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using. - Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site. @@ -65,17 +65,17 @@ If you have been using Dear ImGui for a while or have been using C/C++ for sever ## How to open a Pull Request -- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. +- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. - Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution. -- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/). +- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/). - **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using. - **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post). -- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample). +- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample). - **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits). ## Copyright / Contributor License Agreement Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project. -You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs. +You also agree by submitting your code that you grant all transferable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs. diff --git a/libs/imgui/docs/FAQ.md b/libs/imgui/docs/FAQ.md index 8dde196..8c08b4d 100644 --- a/libs/imgui/docs/FAQ.md +++ b/libs/imgui/docs/FAQ.md @@ -233,7 +233,7 @@ for (int n = 0; n < 3; n++) ImGui::End(); - + A primer on labels and the ID Stack... @@ -543,7 +543,7 @@ The short answer is: obtain the desired DPI scale, load your fonts resized with Your application may want to detect DPI change and reload the fonts and reset style between frames. -Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. +Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. @@ -562,7 +562,8 @@ Please note that if you are not using multi-viewports with multi-monitors using On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are: -- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``. +- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()`. +- For SDL3: the flag `SDL_WINDOW_HIGH_PIXEL_DENSITY` needs to be passed to `SDL_CreateWindow()`. - For GLFW: this is done automatically. - For other Windows projects with other backends, or wrapper projects: - We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend. @@ -666,7 +667,7 @@ You may take a look at: Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. -Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. +Dear ImGui is very programmer-centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm. diff --git a/libs/imgui/docs/FONTS.md b/libs/imgui/docs/FONTS.md index e36afdf..e9fbcbe 100644 --- a/libs/imgui/docs/FONTS.md +++ b/libs/imgui/docs/FONTS.md @@ -110,7 +110,7 @@ ImGui::PopFont(); **For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):** ```cpp ImFontConfig config; -config.GlyphExtraSpacing.x = 1.0f; +config.RasterizerDensity = 2.0f; ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); ``` diff --git a/libs/imgui/docs/TODO.txt b/libs/imgui/docs/TODO.txt index 2a42874..6a420e0 100644 --- a/libs/imgui/docs/TODO.txt +++ b/libs/imgui/docs/TODO.txt @@ -9,7 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - doc: add a proper documentation system (maybe relying on automation? #435) - doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.). - doc/tips: tips of the day: website? applet in imgui_club? - + - window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #. - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. @@ -22,7 +22,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: investigate better auto-positioning for new windows. - - window: top most window flag? more z-order contrl? (#2574) + - window: top most window flag? more z-order control? (#2574) - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together. - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. @@ -57,7 +57,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) - - widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517) + - widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517) - widgets: coloredit: keep reporting as active when picker is on? - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. @@ -127,7 +127,35 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - separator: width, thickness, centering (#1643, #2657) - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) - - docking: merge docking branch (#2109) + - docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304) + - docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8) + - docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode? + - docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions. + - docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished. + - docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized. + - docking: B~ central node resizing behavior incorrect. + - docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame. + - docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary) + - docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level? + - docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar) + - docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All + - docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes) + - docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts + - docking: B: resize grip drawn in host window typically appears under scrollbar. + - docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved? + - docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4) + - docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.) + - docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff. + - docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar() + - docking: B- tab bar: make selected tab always shows its full title? + - docking: B- hide close button on single tab bar? + - docking: B- nav: design interactions so nav controls can dock/undock + - docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?) + - docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node! + - docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button) + - docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104) + - docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs) + - docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker. - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch) - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. @@ -137,7 +165,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - image/image button: misalignment on padded/bordered button? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. + - slider: add dragging-based widgets to edit values with mouse (on 2 axes), saving screen real-estate. - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign) - slider: relative dragging? + precision dragging - slider: step option (#1183) @@ -213,7 +241,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. - log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider) - - filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves + - filters: set a current filter that certain items (e.g. tree node) can automatically query to hide themselves - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) @@ -279,7 +307,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). - nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch) - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) - - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem + - nav: SetItemDefaultFocus() level of priority, so widgets like Selectable when inside a popup could claim a low-priority default focus on the first selected item - nav: holding space to repeat a button doesn't show button activated during hold. - nav: NavFlattened: init requests don't work properly on flattened siblings. - nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings. @@ -299,6 +327,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) + - viewport: make it possible to have no main/hosting viewport + - viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without + on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous. + - viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front. + - viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size) + - viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.) + - viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for. + - viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis? + - viewport: need to clarify how to use GetMousePos() from a user point of view. + - platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport. + - platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set + - platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it). + - platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32). + - inputs: support track pad style scrolling & slider edit. - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) @@ -329,7 +371,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + - backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings) diff --git a/libs/imgui/examples/example_allegro5/README.md b/libs/imgui/examples/example_allegro5/README.md index 4af31f6..940b47f 100644 --- a/libs/imgui/examples/example_allegro5/README.md +++ b/libs/imgui/examples/example_allegro5/README.md @@ -24,9 +24,9 @@ You may install Allegro using vcpkg: git clone https://github.com/Microsoft/vcpkg cd vcpkg bootstrap-vcpkg.bat -vcpkg install allegro5 --triplet=x86-windows ; for win32 -vcpkg install allegro5 --triplet=x64-windows ; for win64 -vcpkg integrate install ; register include / libs in Visual Studio +vcpkg install allegro5 --triplet=x86-windows ; for win32 +vcpkg install allegro5 --triplet=x64-windows ; for win64 +vcpkg integrate install ; register include / libs in Visual Studio ``` Build: diff --git a/libs/imgui/examples/example_allegro5/main.cpp b/libs/imgui/examples/example_allegro5/main.cpp index 3ca061c..298c845 100644 --- a/libs/imgui/examples/example_allegro5/main.cpp +++ b/libs/imgui/examples/example_allegro5/main.cpp @@ -40,6 +40,7 @@ int main(int, char**) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/libs/imgui/examples/example_android_opengl3/android/app/build.gradle b/libs/imgui/examples/example_android_opengl3/android/app/build.gradle index 53181ba..3a68c83 100644 --- a/libs/imgui/examples/example_android_opengl3/android/app/build.gradle +++ b/libs/imgui/examples/example_android_opengl3/android/app/build.gradle @@ -42,5 +42,5 @@ repositories { mavenCentral() } dependencies { - implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" + implementation "org.jetbrains.kotlin:kotlin-stdlib:$kotlin_version" } diff --git a/libs/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/libs/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj index 4bb4fc2..3ebf9cc 100644 --- a/libs/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj +++ b/libs/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj @@ -7,7 +7,10 @@ objects = { /* Begin PBXBuildFile section */ + 050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; }; + 050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 050450AC276863B000AB6805 /* QuartzCore.framework */; }; 05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; }; + 05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05A275432773BEA20084EF39 /* QuartzCore.framework */; }; 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; }; 07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; }; 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; }; @@ -33,7 +36,11 @@ /* End PBXBuildFile section */ /* Begin PBXFileReference section */ + 050450AC276863B000AB6805 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; }; 05318E0E274C397200A8DE2E /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; }; + 05A2754027728F5B0084EF39 /* imgui_impl_metal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_metal.h; path = ../../backends/imgui_impl_metal.h; sourceTree = ""; }; + 05A2754127728F5B0084EF39 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = ""; }; + 05A275432773BEA20084EF39 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/QuartzCore.framework; sourceTree = DEVELOPER_DIR; }; 07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = ""; }; 07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = ""; }; 5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = ""; }; @@ -66,6 +73,7 @@ isa = PBXFrameworksBuildPhase; buildActionMask = 2147483647; files = ( + 05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */, 8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */, 83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */, 83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */, @@ -76,6 +84,7 @@ isa = PBXFrameworksBuildPhase; buildActionMask = 2147483647; files = ( + 050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */, 8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */, 83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */, 05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */, @@ -136,6 +145,8 @@ 83BBE9E320EB46B800295997 /* Frameworks */ = { isa = PBXGroup; children = ( + 050450AC276863B000AB6805 /* QuartzCore.framework */, + 05A275432773BEA20084EF39 /* QuartzCore.framework */, 05318E0E274C397200A8DE2E /* GameController.framework */, 8309BDC5253CCCFE0045E2A1 /* AppKit.framework */, 8309BD8E253CCAAA0045E2A1 /* UIKit.framework */, @@ -153,7 +164,9 @@ isa = PBXGroup; children = ( 5079822D257677DB0038A28D /* imgui_tables.cpp */, + 05A2754027728F5B0084EF39 /* imgui_impl_metal.h */, 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */, + 05A2754127728F5B0084EF39 /* imgui_impl_osx.h */, 8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */, 83BBEA0420EB54E700295997 /* imconfig.h */, 83BBEA0320EB54E700295997 /* imgui.cpp */, @@ -268,9 +281,9 @@ 8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */, 83BBEA0920EB54E700295997 /* imgui.cpp in Sources */, 83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */, - 83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */, + 83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */, 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */, - 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */, + 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */, 8309BDA5253CCC070045E2A1 /* main.mm in Sources */, ); runOnlyForDeploymentPostprocessing = 0; @@ -281,10 +294,10 @@ files = ( 8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */, 8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */, - 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */, - 83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */, - 83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */, - 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */, + 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */, + 83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */, + 83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */, + 050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */, 07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */, 8309BDA8253CCC080045E2A1 /* main.mm in Sources */, ); diff --git a/libs/imgui/examples/example_apple_metal/main.mm b/libs/imgui/examples/example_apple_metal/main.mm index 109ef61..006a0f1 100644 --- a/libs/imgui/examples/example_apple_metal/main.mm +++ b/libs/imgui/examples/example_apple_metal/main.mm @@ -60,11 +60,21 @@ ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Renderer backend ImGui_ImplMetal_Init(_device); @@ -129,7 +139,7 @@ if (renderPassDescriptor == nil) { [commandBuffer commit]; - return; + return; } // Start the Dear ImGui frame @@ -192,9 +202,16 @@ [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; - // Present + // Present [commandBuffer presentDrawable:view.currentDrawable]; [commandBuffer commit]; + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } } -(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size diff --git a/libs/imgui/examples/example_apple_opengl2/main.mm b/libs/imgui/examples/example_apple_opengl2/main.mm index 815c0f7..11829a8 100644 --- a/libs/imgui/examples/example_apple_opengl2/main.mm +++ b/libs/imgui/examples/example_apple_opengl2/main.mm @@ -47,11 +47,21 @@ ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplOSX_Init(self); ImGui_ImplOpenGL2_Init(); @@ -136,6 +146,13 @@ ImGui_ImplOpenGL2_RenderDrawData(draw_data); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + // Present [[self openGLContext] flushBuffer]; diff --git a/libs/imgui/examples/example_glfw_metal/main.mm b/libs/imgui/examples/example_glfw_metal/main.mm index e9bc63a..2f346ff 100644 --- a/libs/imgui/examples/example_glfw_metal/main.mm +++ b/libs/imgui/examples/example_glfw_metal/main.mm @@ -33,11 +33,21 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // Setup style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -69,7 +79,7 @@ int main(int, char**) id commandQueue = [device newCommandQueue]; // Setup Platform/Renderer backends - ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplGlfw_InitForOther(window, true); ImGui_ImplMetal_Init(device); NSWindow *nswin = glfwGetCocoaWindow(window); @@ -157,6 +167,13 @@ int main(int, char**) ImGui::Render(); ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; diff --git a/libs/imgui/examples/example_glfw_opengl2/main.cpp b/libs/imgui/examples/example_glfw_opengl2/main.cpp index 1fcec2b..df14dca 100644 --- a/libs/imgui/examples/example_glfw_opengl2/main.cpp +++ b/libs/imgui/examples/example_glfw_opengl2/main.cpp @@ -52,11 +52,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL2_Init(); @@ -155,6 +167,17 @@ int main(int, char**) ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); //glUseProgram(last_program); + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + glfwMakeContextCurrent(window); glfwSwapBuffers(window); } diff --git a/libs/imgui/examples/example_glfw_opengl3/main.cpp b/libs/imgui/examples/example_glfw_opengl3/main.cpp index e5f29d4..d02bb09 100644 --- a/libs/imgui/examples/example_glfw_opengl3/main.cpp +++ b/libs/imgui/examples/example_glfw_opengl3/main.cpp @@ -83,11 +83,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOpenGL(window, true); #ifdef __EMSCRIPTEN__ @@ -190,6 +202,17 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call glfwMakeContextCurrent(window) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + GLFWwindow* backup_current_context = glfwGetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + glfwMakeContextCurrent(backup_current_context); + } + glfwSwapBuffers(window); } #ifdef __EMSCRIPTEN__ diff --git a/libs/imgui/examples/example_glfw_vulkan/CMakeLists.txt b/libs/imgui/examples/example_glfw_vulkan/CMakeLists.txt index 443a144..75475db 100644 --- a/libs/imgui/examples/example_glfw_vulkan/CMakeLists.txt +++ b/libs/imgui/examples/example_glfw_vulkan/CMakeLists.txt @@ -15,7 +15,9 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES") set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") # GLFW -set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo +if(NOT GLFW_DIR) + set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo +endif() option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF) option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF) option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) diff --git a/libs/imgui/examples/example_glfw_vulkan/main.cpp b/libs/imgui/examples/example_glfw_vulkan/main.cpp index 31da972..d613967 100644 --- a/libs/imgui/examples/example_glfw_vulkan/main.cpp +++ b/libs/imgui/examples/example_glfw_vulkan/main.cpp @@ -388,14 +388,27 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForVulkan(window, true); ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; init_info.Device = g_Device; @@ -503,17 +516,25 @@ int main(int, char**) // Rendering ImGui::Render(); - ImDrawData* draw_data = ImGui::GetDrawData(); - const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); - if (!is_minimized) + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { - wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; - wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; - wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; - wd->ClearValue.color.float32[3] = clear_color.w; - FrameRender(wd, draw_data); - FramePresent(wd); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); } + + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); } // Cleanup diff --git a/libs/imgui/examples/example_glfw_wgpu/main.cpp b/libs/imgui/examples/example_glfw_wgpu/main.cpp index f510987..723b69d 100644 --- a/libs/imgui/examples/example_glfw_wgpu/main.cpp +++ b/libs/imgui/examples/example_glfw_wgpu/main.cpp @@ -93,6 +93,7 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/libs/imgui/examples/example_glut_opengl2/main.cpp b/libs/imgui/examples/example_glut_opengl2/main.cpp index 58539ca..4edae6f 100644 --- a/libs/imgui/examples/example_glut_opengl2/main.cpp +++ b/libs/imgui/examples/example_glut_opengl2/main.cpp @@ -61,6 +61,7 @@ int main(int argc, char** argv) ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -78,7 +79,6 @@ int main(int argc, char** argv) // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. ImGui_ImplGLUT_InstallFuncs(); - // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. diff --git a/libs/imgui/examples/example_sdl2_directx11/main.cpp b/libs/imgui/examples/example_sdl2_directx11/main.cpp index 47c852d..7b7de21 100644 --- a/libs/imgui/examples/example_sdl2_directx11/main.cpp +++ b/libs/imgui/examples/example_sdl2_directx11/main.cpp @@ -71,11 +71,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForD3D(window); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -181,6 +193,13 @@ int main(int, char**) g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync } diff --git a/libs/imgui/examples/example_sdl2_metal/main.mm b/libs/imgui/examples/example_sdl2_metal/main.mm index d548127..5cd7043 100644 --- a/libs/imgui/examples/example_sdl2_metal/main.mm +++ b/libs/imgui/examples/example_sdl2_metal/main.mm @@ -24,11 +24,21 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // Setup style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -168,6 +178,13 @@ int main(int, char**) ImGui::Render(); ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; diff --git a/libs/imgui/examples/example_sdl2_opengl2/main.cpp b/libs/imgui/examples/example_sdl2_opengl2/main.cpp index a70edd2..4c537c3 100644 --- a/libs/imgui/examples/example_sdl2_opengl2/main.cpp +++ b/libs/imgui/examples/example_sdl2_opengl2/main.cpp @@ -57,11 +57,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL2_Init(); @@ -160,6 +172,19 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + SDL_GL_SwapWindow(window); } diff --git a/libs/imgui/examples/example_sdl2_opengl3/main.cpp b/libs/imgui/examples/example_sdl2_opengl3/main.cpp index 51add5c..4fc75c3 100644 --- a/libs/imgui/examples/example_sdl2_opengl3/main.cpp +++ b/libs/imgui/examples/example_sdl2_opengl3/main.cpp @@ -97,11 +97,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL3_Init(glsl_version); @@ -207,6 +219,19 @@ int main(int, char**) glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + SDL_GL_SwapWindow(window); } #ifdef __EMSCRIPTEN__ diff --git a/libs/imgui/examples/example_sdl2_sdlrenderer2/main.cpp b/libs/imgui/examples/example_sdl2_sdlrenderer2/main.cpp index 31fa3f9..e922873 100644 --- a/libs/imgui/examples/example_sdl2_sdlrenderer2/main.cpp +++ b/libs/imgui/examples/example_sdl2_sdlrenderer2/main.cpp @@ -59,6 +59,7 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking // Setup Dear ImGui style ImGui::StyleColorsDark(); diff --git a/libs/imgui/examples/example_sdl2_vulkan/main.cpp b/libs/imgui/examples/example_sdl2_vulkan/main.cpp index c0282f9..99cc812 100644 --- a/libs/imgui/examples/example_sdl2_vulkan/main.cpp +++ b/libs/imgui/examples/example_sdl2_vulkan/main.cpp @@ -388,14 +388,27 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForVulkan(window); ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; init_info.Device = g_Device; @@ -512,17 +525,25 @@ int main(int, char**) // Rendering ImGui::Render(); - ImDrawData* draw_data = ImGui::GetDrawData(); - const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); - if (!is_minimized) + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { - wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; - wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; - wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; - wd->ClearValue.color.float32[3] = clear_color.w; - FrameRender(wd, draw_data); - FramePresent(wd); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); } + + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); } // Cleanup diff --git a/libs/imgui/examples/example_sdl3_opengl3/Makefile b/libs/imgui/examples/example_sdl3_opengl3/Makefile index 741e97d..c2ef3ba 100644 --- a/libs/imgui/examples/example_sdl3_opengl3/Makefile +++ b/libs/imgui/examples/example_sdl3_opengl3/Makefile @@ -54,11 +54,11 @@ ifeq ($(UNAME_S), Darwin) #APPLE endif ifeq ($(OS), Windows_NT) - ECHO_MESSAGE = "MinGW" - LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` - CXXFLAGS += `pkg-config --cflags sdl3` - CFLAGS = $(CXXFLAGS) + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) endif ##--------------------------------------------------------------------- diff --git a/libs/imgui/examples/example_sdl3_opengl3/main.cpp b/libs/imgui/examples/example_sdl3_opengl3/main.cpp index 8cd54bd..e38b414 100644 --- a/libs/imgui/examples/example_sdl3_opengl3/main.cpp +++ b/libs/imgui/examples/example_sdl3_opengl3/main.cpp @@ -26,6 +26,7 @@ int main(int, char**) { // Setup SDL + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); @@ -92,11 +93,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplSDL3_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL3_Init(glsl_version); @@ -139,6 +152,7 @@ int main(int, char**) // - 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, 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. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] SDL_Event event; while (SDL_PollEvent(&event)) { @@ -148,6 +162,8 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) { SDL_Delay(10); @@ -202,6 +218,19 @@ int main(int, char**) glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // Update and Render additional Platform Windows + // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere. + // For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow(); + SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext(); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + SDL_GL_MakeCurrent(backup_current_window, backup_current_context); + } + SDL_GL_SwapWindow(window); } #ifdef __EMSCRIPTEN__ @@ -209,6 +238,7 @@ int main(int, char**) #endif // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL3_Shutdown(); ImGui::DestroyContext(); diff --git a/libs/imgui/examples/example_sdl3_sdlgpu3/Makefile b/libs/imgui/examples/example_sdl3_sdlgpu3/Makefile index f6239e0..c3159d8 100644 --- a/libs/imgui/examples/example_sdl3_sdlgpu3/Makefile +++ b/libs/imgui/examples/example_sdl3_sdlgpu3/Makefile @@ -43,11 +43,11 @@ ifeq ($(UNAME_S), Darwin) #APPLE endif ifeq ($(OS), Windows_NT) - ECHO_MESSAGE = "MinGW" - LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3` + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3` - CXXFLAGS += `pkg-config --cflags sdl3` - CFLAGS = $(CXXFLAGS) + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) endif ##--------------------------------------------------------------------- diff --git a/libs/imgui/examples/example_sdl3_sdlgpu3/main.cpp b/libs/imgui/examples/example_sdl3_sdlgpu3/main.cpp index dbc7759..630639f 100644 --- a/libs/imgui/examples/example_sdl3_sdlgpu3/main.cpp +++ b/libs/imgui/examples/example_sdl3_sdlgpu3/main.cpp @@ -26,7 +26,8 @@ int main(int, char**) { // Setup SDL - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0) + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); return -1; @@ -105,6 +106,7 @@ int main(int, char**) // - 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, 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. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] SDL_Event event; while (SDL_PollEvent(&event)) { @@ -114,6 +116,8 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) { SDL_Delay(10); @@ -199,6 +203,7 @@ int main(int, char**) } // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] SDL_WaitForGPUIdle(gpu_device); ImGui_ImplSDL3_Shutdown(); ImGui_ImplSDLGPU3_Shutdown(); diff --git a/libs/imgui/examples/example_sdl3_sdlrenderer3/Makefile b/libs/imgui/examples/example_sdl3_sdlrenderer3/Makefile index 238576c..1976fa9 100644 --- a/libs/imgui/examples/example_sdl3_sdlrenderer3/Makefile +++ b/libs/imgui/examples/example_sdl3_sdlrenderer3/Makefile @@ -34,7 +34,7 @@ endif ifeq ($(UNAME_S), Darwin) #APPLE ECHO_MESSAGE = "Mac OS X" - LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` + LIBS += -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` LIBS += -L/usr/local/lib -L/opt/local/lib CXXFLAGS += `pkg-config sdl3 --cflags` @@ -43,11 +43,11 @@ ifeq ($(UNAME_S), Darwin) #APPLE endif ifeq ($(OS), Windows_NT) - ECHO_MESSAGE = "MinGW" - LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3` - CXXFLAGS += `pkg-config --cflags sdl3` - CFLAGS = $(CXXFLAGS) + CXXFLAGS += `pkg-config --cflags sdl3` + CFLAGS = $(CXXFLAGS) endif ##--------------------------------------------------------------------- diff --git a/libs/imgui/examples/example_sdl3_sdlrenderer3/main.cpp b/libs/imgui/examples/example_sdl3_sdlrenderer3/main.cpp index 483350f..6cc8bf5 100644 --- a/libs/imgui/examples/example_sdl3_sdlrenderer3/main.cpp +++ b/libs/imgui/examples/example_sdl3_sdlrenderer3/main.cpp @@ -15,11 +15,6 @@ #include "imgui_impl_sdlrenderer3.h" #include #include -#if defined(IMGUI_IMPL_OPENGL_ES2) -#include -#else -#include -#endif #ifdef __EMSCRIPTEN__ #include "../libs/emscripten/emscripten_mainloop_stub.h" @@ -29,6 +24,7 @@ int main(int, char**) { // Setup SDL + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); @@ -36,7 +32,7 @@ int main(int, char**) } // Create window with SDL_Renderer graphics context - Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; + Uint32 window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); if (window == nullptr) { @@ -59,6 +55,7 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking // Setup Dear ImGui style ImGui::StyleColorsDark(); @@ -106,6 +103,7 @@ int main(int, char**) // - 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, 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. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] SDL_Event event; while (SDL_PollEvent(&event)) { @@ -115,6 +113,8 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) { SDL_Delay(10); @@ -176,6 +176,7 @@ int main(int, char**) #endif // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] ImGui_ImplSDLRenderer3_Shutdown(); ImGui_ImplSDL3_Shutdown(); ImGui::DestroyContext(); diff --git a/libs/imgui/examples/example_sdl3_vulkan/main.cpp b/libs/imgui/examples/example_sdl3_vulkan/main.cpp index 52544c3..552e9a8 100644 --- a/libs/imgui/examples/example_sdl3_vulkan/main.cpp +++ b/libs/imgui/examples/example_sdl3_vulkan/main.cpp @@ -345,7 +345,8 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) int main(int, char**) { // Setup SDL - if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0) + // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function] + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); return -1; @@ -392,14 +393,27 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplSDL3_InitForVulkan(window); ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; init_info.Device = g_Device; @@ -446,6 +460,7 @@ int main(int, char**) // - 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, 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. + // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function] SDL_Event event; while (SDL_PollEvent(&event)) { @@ -455,6 +470,8 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function] if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) { SDL_Delay(10); @@ -516,20 +533,29 @@ int main(int, char**) // Rendering ImGui::Render(); - ImDrawData* draw_data = ImGui::GetDrawData(); - const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); - if (!is_minimized) + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { - wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; - wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; - wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; - wd->ClearValue.color.float32[3] = clear_color.w; - FrameRender(wd, draw_data); - FramePresent(wd); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); } + + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); } // Cleanup + // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function] err = vkDeviceWaitIdle(g_Device); check_vk_result(err); ImGui_ImplVulkan_Shutdown(); diff --git a/libs/imgui/examples/example_win32_directx10/main.cpp b/libs/imgui/examples/example_win32_directx10/main.cpp index 21198da..a9e5e31 100644 --- a/libs/imgui/examples/example_win32_directx10/main.cpp +++ b/libs/imgui/examples/example_win32_directx10/main.cpp @@ -54,11 +54,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX10_Init(g_pd3dDevice); @@ -167,6 +179,13 @@ int main(int, char**) g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync @@ -186,7 +205,6 @@ int main(int, char**) } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain diff --git a/libs/imgui/examples/example_win32_directx11/main.cpp b/libs/imgui/examples/example_win32_directx11/main.cpp index 5285df1..d25213b 100644 --- a/libs/imgui/examples/example_win32_directx11/main.cpp +++ b/libs/imgui/examples/example_win32_directx11/main.cpp @@ -54,11 +54,28 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; + //io.ConfigViewportsNoDefaultParent = true; + //io.ConfigDockingAlwaysTabBar = true; + //io.ConfigDockingTransparentPayload = true; + //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP! + //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental. // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); @@ -167,6 +184,13 @@ int main(int, char**) g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync @@ -186,7 +210,6 @@ int main(int, char**) } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain @@ -241,6 +264,10 @@ void CleanupRenderTarget() if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } } +#ifndef WM_DPICHANGED +#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers +#endif + // Forward declare message handler from imgui_impl_win32.cpp extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); @@ -269,6 +296,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) case WM_DESTROY: ::PostQuitMessage(0); return 0; + case WM_DPICHANGED: + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + { + //const int dpi = HIWORD(wParam); + //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f); + const RECT* suggested_rect = (RECT*)lParam; + ::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); + } + break; } return ::DefWindowProcW(hWnd, msg, wParam, lParam); } diff --git a/libs/imgui/examples/example_win32_directx12/main.cpp b/libs/imgui/examples/example_win32_directx12/main.cpp index 5b1a7af..5f22a4d 100644 --- a/libs/imgui/examples/example_win32_directx12/main.cpp +++ b/libs/imgui/examples/example_win32_directx12/main.cpp @@ -54,7 +54,7 @@ struct ExampleDescriptorHeapAllocator HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType); FreeIndices.reserve((int)desc.NumDescriptors); for (int n = desc.NumDescriptors; n > 0; n--) - FreeIndices.push_back(n); + FreeIndices.push_back(n - 1); } void Destroy() { @@ -133,11 +133,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); @@ -154,6 +166,9 @@ int main(int, char**) init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); }; ImGui_ImplDX12_Init(&init_info); + // Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features. + //ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -272,6 +287,13 @@ int main(int, char**) g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync @@ -298,7 +320,6 @@ int main(int, char**) } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain diff --git a/libs/imgui/examples/example_win32_directx9/main.cpp b/libs/imgui/examples/example_win32_directx9/main.cpp index 422248b..8063636 100644 --- a/libs/imgui/examples/example_win32_directx9/main.cpp +++ b/libs/imgui/examples/example_win32_directx9/main.cpp @@ -52,11 +52,23 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigViewportsNoAutoMerge = true; + //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); @@ -177,6 +189,14 @@ int main(int, char**) ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr); if (result == D3DERR_DEVICELOST) g_DeviceLost = true; @@ -195,7 +215,6 @@ int main(int, char**) } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr) @@ -231,6 +250,10 @@ void ResetDevice() ImGui_ImplDX9_CreateDeviceObjects(); } +#ifndef WM_DPICHANGED +#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers +#endif + // Forward declare message handler from imgui_impl_win32.cpp extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); @@ -259,6 +282,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) case WM_DESTROY: ::PostQuitMessage(0); return 0; + case WM_DPICHANGED: + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + { + //const int dpi = HIWORD(wParam); + //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f); + const RECT* suggested_rect = (RECT*)lParam; + ::SetWindowPos(hWnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); + } + break; } return ::DefWindowProcW(hWnd, msg, wParam, lParam); } diff --git a/libs/imgui/examples/example_win32_opengl3/build_mingw.bat b/libs/imgui/examples/example_win32_opengl3/build_mingw.bat index 7672185..e9f804f 100644 --- a/libs/imgui/examples/example_win32_opengl3/build_mingw.bat +++ b/libs/imgui/examples/example_win32_opengl3/build_mingw.bat @@ -1,4 +1,4 @@ -@REM Build for MINGW64 or 32 from MSYS2. +@REM Build for MINGW64 or 32 from MSYS2. @set OUT_DIR=Debug @set OUT_EXE=example_win32_opengl3 @set INCLUDES=-I../.. -I../../backends diff --git a/libs/imgui/examples/example_win32_opengl3/main.cpp b/libs/imgui/examples/example_win32_opengl3/main.cpp index 8ecd27a..ffc6e3d 100644 --- a/libs/imgui/examples/example_win32_opengl3/main.cpp +++ b/libs/imgui/examples/example_win32_opengl3/main.cpp @@ -33,6 +33,42 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data); void ResetDeviceWGL(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// Support function for multi-viewports +// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL. +// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32(). +static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport) +{ + assert(viewport->RendererUserData == NULL); + + WGL_WindowData* data = IM_NEW(WGL_WindowData); + CreateDeviceWGL((HWND)viewport->PlatformHandle, data); + viewport->RendererUserData = data; +} + +static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport) +{ + if (viewport->RendererUserData != NULL) + { + WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData; + CleanupDeviceWGL((HWND)viewport->PlatformHandle, data); + IM_DELETE(data); + viewport->RendererUserData = NULL; + } +} + +static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*) +{ + // Activate the platform window DC in the OpenGL rendering context + if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) + wglMakeCurrent(data->hDC, g_hRC); +} + +static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*) +{ + if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData) + ::SwapBuffers(data->hDC); +} + // Main code int main(int, char**) { @@ -62,15 +98,39 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplWin32_InitForOpenGL(hwnd); ImGui_ImplOpenGL3_Init(); + // Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api. + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + IM_ASSERT(platform_io.Renderer_CreateWindow == NULL); + IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL); + IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL); + IM_ASSERT(platform_io.Platform_RenderWindow == NULL); + platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow; + platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow; + platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers; + platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow; + } + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. @@ -163,6 +223,16 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + + // Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it. + wglMakeCurrent(g_MainWindow.hDC, g_hRC); + } + // Present ::SwapBuffers(g_MainWindow.hDC); } diff --git a/libs/imgui/examples/example_win32_vulkan/main.cpp b/libs/imgui/examples/example_win32_vulkan/main.cpp index f337d8e..6be7bc5 100644 --- a/libs/imgui/examples/example_win32_vulkan/main.cpp +++ b/libs/imgui/examples/example_win32_vulkan/main.cpp @@ -339,6 +339,16 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +// FIXME: This code would ideally be inside imgui_impl_win32.cpp, it would create a dependency on Vulkan headers in imgui_impl_win32.cpp +static int ImGui_ImplWin32_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + VkWin32SurfaceCreateInfoKHR createInfo = {}; + createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR; + createInfo.hwnd = (HWND)viewport->PlatformHandleRaw; + createInfo.hinstance = ::GetModuleHandle(nullptr); + return (int)vkCreateWin32SurfaceKHR((VkInstance)vk_instance, &createInfo, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); +} + // Main code int main(int, char**) { @@ -379,14 +389,29 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons; + //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); + ImGui::GetPlatformIO().Platform_CreateVkSurface = ImGui_ImplWin32_CreateVkSurface; + ImGui_ImplVulkan_InitInfo init_info = {}; + //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version. init_info.Instance = g_Instance; init_info.PhysicalDevice = g_PhysicalDevice; init_info.Device = g_Device; @@ -485,17 +510,25 @@ int main(int, char**) // Rendering ImGui::Render(); - ImDrawData* draw_data = ImGui::GetDrawData(); - const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); - if (!is_minimized) + ImDrawData* main_draw_data = ImGui::GetDrawData(); + const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + if (!main_is_minimized) + FrameRender(wd, main_draw_data); + + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { - wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; - wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; - wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; - wd->ClearValue.color.float32[3] = clear_color.w; - FrameRender(wd, draw_data); - FramePresent(wd); + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); } + + // Present Main Platform Window + if (!main_is_minimized) + FramePresent(wd); } // Cleanup diff --git a/libs/imgui/imconfig.h b/libs/imgui/imconfig.h index 16d44ef..5a52787 100644 --- a/libs/imgui/imconfig.h +++ b/libs/imgui/imconfig.h @@ -88,8 +88,7 @@ //---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) // Only works in combination with IMGUI_ENABLE_FREETYPE. -// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. -// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions. +// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions. // - Both require headers to be available in the include path + program to be linked with the library code (not provided). // - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) //#define IMGUI_ENABLE_FREETYPE_PLUTOSVG diff --git a/libs/imgui/imgui.cpp b/libs/imgui/imgui.cpp index 5ca57df..573efe2 100644 --- a/libs/imgui/imgui.cpp +++ b/libs/imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.8 +// dear imgui, v1.91.9b // (main code and documentation) // Help: @@ -92,6 +92,7 @@ CODE // [SECTION] SETTINGS // [SECTION] LOCALIZATION // [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW // [SECTION] DEBUG LOG WINDOW @@ -142,7 +143,8 @@ CODE - CTRL+Shift+Left/Right: Select words. - CTRL+A or Double-Click: Select All. - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. - - CTRL+Z, CTRL+Y: Undo, Redo. + - CTRL+Z Undo. + - CTRL+Y or CTRL+Shift+Z: Redo. - ESCAPE: Revert text to its original value. - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. @@ -430,6 +432,25 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name. + - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238) + - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0)); + - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1)); + - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1)); + - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton(). + - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize. + - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable. + - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified. + - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg(). + - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount. + - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX. - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior. prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls: @@ -525,6 +546,9 @@ CODE - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); for various reasons those changes makes sense. They are being made because making some of those API public. only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) @@ -643,7 +667,7 @@ CODE - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. - 2022/01/20 (1.87) - inputs: reworded gamepad IO. - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. - - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). - 2022/01/17 (1.87) - inputs: reworked mouse IO. - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() @@ -1133,17 +1157,19 @@ CODE #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 "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) // We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -1166,11 +1192,7 @@ CODE // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear - static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. - -// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) -static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. @@ -1179,6 +1201,9 @@ static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multi static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS //------------------------------------------------------------------------- @@ -1214,6 +1239,7 @@ static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool j // Navigation static void NavUpdate(); static void NavUpdateWindowing(); +static void NavUpdateWindowingApplyFocus(ImGuiWindow* window); static void NavUpdateWindowingOverlay(); static void NavUpdateCancelRequest(); static void NavUpdateCreateMoveRequest(); @@ -1260,7 +1286,18 @@ static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, c // Viewports const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); } @@ -1317,6 +1354,7 @@ ImGuiStyle::ImGuiStyle() WindowPadding = ImVec2(8,8); // Padding within a window WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. @@ -1338,9 +1376,11 @@ ImGuiStyle::ImGuiStyle() GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageBorderSize = 0.0f; // Thickness of border around tabs. TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar. TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). @@ -1353,6 +1393,7 @@ ImGuiStyle::ImGuiStyle() SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). @@ -1378,6 +1419,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) WindowPadding = ImTrunc(WindowPadding * scale_factor); WindowRounding = ImTrunc(WindowRounding * scale_factor); WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor); ChildRounding = ImTrunc(ChildRounding * scale_factor); PopupRounding = ImTrunc(PopupRounding * scale_factor); FramePadding = ImTrunc(FramePadding * scale_factor); @@ -1393,10 +1435,13 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) GrabMinSize = ImTrunc(GrabMinSize * scale_factor); GrabRounding = ImTrunc(GrabRounding * scale_factor); LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor); TabRounding = ImTrunc(TabRounding * scale_factor); - TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected; + TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected; TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); @@ -1433,6 +1478,18 @@ ImGuiIO::ImGuiIO() ConfigNavCursorVisibleAuto = true; ConfigNavCursorVisibleAlways = false; + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = false; + // Miscellaneous options MouseDrawCursor = false; #ifdef __APPLE__ @@ -1451,6 +1508,7 @@ ImGuiIO::ImGuiIO() ConfigMemoryCompactTimer = 60.0f; ConfigDebugIsDebuggerPresent = false; ConfigDebugHighlightIdConflicts = true; + ConfigDebugHighlightIdConflictsShowItemPicker = true; ConfigDebugBeginReturnValueOnce = false; ConfigDebugBeginReturnValueLoop = false; @@ -1795,6 +1853,27 @@ void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) g.InputEventsNextMouseSource = source; } +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + void ImGuiIO::AddFocusEvent(bool focused) { IM_ASSERT(Ctx != NULL); @@ -1970,15 +2049,15 @@ void ImStrncpy(char* dst, const char* src, size_t count) char* ImStrdup(const char* str) { - size_t len = strlen(str); + size_t len = ImStrlen(str); void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { - size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; - size_t src_size = strlen(src) + 1; + size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1; + size_t src_size = ImStrlen(src) + 1; if (dst_buf_size < src_size) { IM_FREE(dst); @@ -1991,7 +2070,7 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) const char* ImStrchrRange(const char* str, const char* str_end, char c) { - const char* p = (const char*)memchr(str, (int)c, str_end - str); + const char* p = (const char*)ImMemchr(str, (int)c, str_end - str); return p; } @@ -2006,12 +2085,13 @@ int ImStrlenW(const ImWchar* str) // Find end-of-line. Return pointer will point to either first \n, either str_end. const char* ImStreolRange(const char* str, const char* str_end) { - const char* p = (const char*)memchr(str, '\n', str_end - str); + const char* p = (const char*)ImMemchr(str, '\n', str_end - str); return p ? p : str_end; } const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line { + IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin)); while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') buf_mid_line--; return buf_mid_line; @@ -2020,7 +2100,7 @@ const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find be const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) { if (!needle_end) - needle_end = needle + strlen(needle); + needle_end = needle + ImStrlen(needle); const char un0 = (char)ImToUpper(*needle); while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) @@ -2141,7 +2221,7 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, if (buf == NULL) buf = "(null)"; *out_buf = buf; - if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); } } else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) { @@ -2399,7 +2479,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* int e = 0; e = (*out_char < mins[len]) << 6; // non-canonical encoding e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? - e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve) e |= (s[1] & 0xc0) >> 2; e |= (s[2] & 0xc0) >> 4; e |= (s[3] ) >> 6; @@ -2550,11 +2630,11 @@ const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const cha int ImTextCountLines(const char* in_text, const char* in_text_end) { if (in_text_end == NULL) - in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. + in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now. int count = 0; while (in_text < in_text_end) { - const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text); + const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text); in_text = line_end ? line_end + 1 : in_text_end; count++; } @@ -2835,7 +2915,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVectorDisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); - if (clipper->DisplayStart > already_submitted) //-V1051 - clipper->SeekCursorForItem(clipper->DisplayStart); data->StepNo++; - if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + if (clipper->DisplayStart >= clipper->DisplayEnd) continue; + if (clipper->DisplayStart > already_submitted) + clipper->SeekCursorForItem(clipper->DisplayStart); return true; } @@ -3263,7 +3343,7 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *Ctx; bool need_items_height = (ItemsHeight <= 0.0f); bool ret = ImGuiListClipper_StepInternal(this); - if (ret && (DisplayStart == DisplayEnd)) + if (ret && (DisplayStart >= DisplayEnd)) ret = false; if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); @@ -3364,55 +3444,62 @@ void ImGui::PopStyleColor(int count) } } -static const ImGuiDataVarInfo GStyleVarInfo[] = +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = { - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign - { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign - { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, }; -const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) +static const ImGuiStyleVarInfo GStyleVarsInfo[] = +{ + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize +}; + +const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) { IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); - return &GStyleVarInfo[idx]; + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarsInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarsInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 1) { IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; @@ -3425,8 +3512,8 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) { IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; @@ -3439,8 +3526,8 @@ void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x) void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) { IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; @@ -3453,8 +3540,8 @@ void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y) void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { ImGuiContext& g = *GImGui; - const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2) { IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; @@ -3476,10 +3563,10 @@ void ImGui::PopStyleVar(int count) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. ImGuiStyleMod& backup = g.StyleVarStack.back(); - const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); - void* data = info->GetVarPtr(&g.Style); - if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } - else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx); + void* data = var_info->GetVarPtr(&g.Style); + if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } g.StyleVarStack.pop_back(); count--; } @@ -3530,6 +3617,8 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_TabDimmed: return "TabDimmed"; case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; case ImGuiCol_PlotLines: return "PlotLines"; case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; case ImGuiCol_PlotHistogram: return "PlotHistogram"; @@ -3585,7 +3674,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool else { if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT text_display_end = text_end; } @@ -3603,7 +3692,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end ImGuiWindow* window = g.CurrentWindow; if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT if (text != text_end) { @@ -3790,10 +3879,10 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso { // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. ImVec2 offset, size, uv[4]; - if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2])) continue; const ImVec2 pos = base_pos - offset; - const float scale = base_scale; + const float scale = base_scale * viewport->DpiScale; if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); @@ -3803,6 +3892,13 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso 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); + if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress) + { + float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI); + float a_max = a_min + IM_PI * 1.65f; + draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max); + draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale); + } draw_list->PopTextureID(); } } @@ -3877,6 +3973,9 @@ static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, { ImGuiLocKey_OpenLink_s, "Open '%s'" }, { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, }; ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) @@ -3885,13 +3984,14 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) InputTextState.Ctx = this; Initialized = false; + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; FontAtlasOwnedByContext = shared_font_atlas ? false : true; Font = NULL; FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); Time = 0.0f; FrameCount = 0; - FrameCountEnded = FrameCountRendered = -1; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; WithinEndChildID = 0; WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; GcCompactAll = false; @@ -3903,6 +4003,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) InputEventsNextEventId = 1; WindowsActiveCount = 0; + WindowsBorderHoverPadding = 0.0f; CurrentWindow = NULL; HoveredWindow = NULL; HoveredWindowUnderMovingWindow = NULL; @@ -3949,6 +4050,12 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) CurrentItemFlags = ImGuiItemFlags_None; DebugShowGroupRects = false; + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; + NavCursorVisible = false; NavHighlightItemUnderNav = false; NavMousePosDirty = false; @@ -4044,6 +4151,9 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + + DockNodeWindowMenuHandler = NULL; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; @@ -4080,6 +4190,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) DebugItemPickerBreakId = 0; DebugFlashStyleColorTime = 0.0f; DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations DebugBreakInWindow = 0; @@ -4126,8 +4237,13 @@ void ImGui::Initialize() // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; g.Viewports.push_back(viewport); g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); // Build KeysMayBeCharInput[] lookup table (1 bool per named key) for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) @@ -4138,6 +4254,8 @@ void ImGui::Initialize() g.KeysMayBeCharInput.SetBit(key); #ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); #endif g.Initialized = true; @@ -4167,6 +4285,12 @@ void ImGui::Shutdown() if (g.SettingsLoaded && g.IO.IniFilename != NULL) SaveIniSettingsToDisk(g.IO.IniFilename); + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + CallContextHooks(&g, ImGuiContextHookType_Shutdown); // Clear everything else @@ -4190,6 +4314,7 @@ void ImGui::Shutdown() g.BeginPopupStack.clear(); g.TreeNodeStack.clear(); + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; g.Viewports.clear_delete(); g.TabBars.Clear(); @@ -4268,25 +4393,31 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL memset(this, 0, sizeof(*this)); Ctx = ctx; Name = ImStrdup(name); - NameBufLen = (int)strlen(name) + 1; + NameBufLen = (int)ImStrlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); AutoFitFramesX = AutoFitFramesY = -1; AutoPosLastDirection = ImGuiDir_None; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; + LastFrameJustFocused = -1; LastTimeActive = -1.0f; FontRefSize = 0.0f; - FontWindowScale = FontWindowScaleParents = 1.0f; + FontWindowScale = FontWindowScaleParents = FontDpiScale = 1.0f; SettingsOffset = -1; + DockOrder = -1; DrawList = &DrawListInst; DrawList->_OwnerName = Name; DrawList->_Data = &Ctx->DrawListSharedData; NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } ImGuiWindow::~ImGuiWindow() @@ -4302,7 +4433,6 @@ static void SetCurrentWindow(ImGuiWindow* window) g.CurrentWindow = window; g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; - g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking if (window) { g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); @@ -4440,8 +4570,11 @@ void ImGui::MarkItemEdited(ImGuiID id) return; if (g.ActiveId == id || g.ActiveId == 0) { + // FIXME: Can't we fully rely on LastItemData yet? g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; + if (g.DeactivatedItemData.ID == id) + g.DeactivatedItemData.HasBeenEditedBefore = true; } // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) @@ -4458,8 +4591,8 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; if (g.NavWindow) - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) { // For the purpose of those flags we differentiate "standard popup" from "modal popup" // NB: The 'else' is important because Modal windows are also Popups. @@ -4474,6 +4607,12 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) return false; } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + return true; } @@ -4538,7 +4677,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) const ImGuiID id = g.LastItemData.ID; if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - if (g.ActiveId != window->MoveId) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) return false; // Test if interactions on this window are blocked by an active popup or modal. @@ -4708,7 +4847,10 @@ void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiIte static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) { ImGuiContext& g = *GImGui; - SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.DockTabItemStatusFlags, window->DC.DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); } static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect) @@ -4814,7 +4956,7 @@ ImGuiIO& ImGui::GetIO() } // This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) -ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx) +ImGuiIO& ImGui::GetIO(ImGuiContext* ctx) { IM_ASSERT(ctx != NULL); return ctx->IO; @@ -4826,6 +4968,13 @@ ImGuiPlatformIO& ImGui::GetPlatformIO() return GImGui->PlatformIO; } +// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856) +ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx) +{ + IM_ASSERT(ctx != NULL); + return ctx->PlatformIO; +} + // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { @@ -4870,26 +5019,18 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) { + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); } -ImDrawList* ImGui::GetBackgroundDrawList() -{ - ImGuiContext& g = *GImGui; - return GetBackgroundDrawList(g.Viewports[0]); -} - ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } -ImDrawList* ImGui::GetForegroundDrawList() -{ - ImGuiContext& g = *GImGui; - return GetForegroundDrawList(g.Viewports[0]); -} - ImDrawListSharedData* ImGui::GetDrawListSharedData() { return &GImGui->DrawListSharedData; @@ -4905,20 +5046,46 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) SetActiveID(window->MoveId, window); if (g.IO.ConfigNavCursorVisibleAuto) g.NavCursorVisible = false; - g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingAllKeyboardKeys(); bool can_move_window = true; - if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; if (can_move_window) g.MovingWindow = window; } +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + // Handle mouse moving window // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() -// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId. // This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. void ImGui::UpdateMouseMovingWindowNewFrame() @@ -4929,16 +5096,43 @@ void ImGui::UpdateMouseMovingWindowNewFrame() // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. KeepAliveID(g.ActiveId); - IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); - ImGuiWindow* moving_window = g.MovingWindow->RootWindow; - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; - SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } FocusWindow(g.MovingWindow); } else { + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; + + // Clear the NoInput window flag set by the Viewport system + if (moving_window->Viewport) + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } + g.MovingWindow = NULL; ClearActiveID(); } @@ -4969,7 +5163,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() return; // Click on empty space to focus window and start moving - // (after we're done with all our widgets) + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. @@ -4983,7 +5177,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly) - if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive) if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; @@ -5012,6 +5206,29 @@ void ImGui::UpdateMouseMovingWindowEndFrame() } } +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + static bool IsWindowActiveAndVisible(ImGuiWindow* window) { return (window->Active) && (!window->Hidden); @@ -5025,7 +5242,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow. - g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding); // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. @@ -5033,11 +5250,12 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. bool clear_hovered_windows = false; FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); g.HoveredWindowBeforeClear = g.HoveredWindow; // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? clear_hovered_windows = true; // Disabled mouse hovering (we don't currently clear MousePos, we could) @@ -5122,6 +5340,7 @@ static void SetupDrawListSharedData() g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments. } void ImGui::NewFrame() @@ -5138,7 +5357,9 @@ void ImGui::NewFrame() CallContextHooks(&g, ImGuiContextHookType_NewFramePre); // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; // Load settings on first frame, save settings when modified (after a delay) UpdateSettings(); @@ -5165,6 +5386,7 @@ void ImGui::NewFrame() UpdateViewportsNewFrame(); // Setup current font and draw list shared data + // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! g.IO.Fonts->Locked = true; SetupDrawListSharedData(); SetCurrentFont(GetDefaultFont()); @@ -5172,7 +5394,10 @@ void ImGui::NewFrame() // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; viewport->DrawDataP.Valid = false; + } // Drag and drop keep the source ID alive so even if the source disappear our state is consistent if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) @@ -5283,6 +5508,10 @@ void ImGui::NewFrame() // Update mouse input state UpdateMouseInputs(); + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; @@ -5347,6 +5576,9 @@ void ImGui::NewFrame() g.CurrentItemFlags = g.ItemFlagsStack.back(); g.GroupStack.resize(0); + // Docking + DockContextNewFrameUpdateDocking(&g); + // [DEBUG] Update debug features #ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); @@ -5420,7 +5652,8 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = g.Viewports[0]; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); g.IO.MetricsRenderWindows++; if (window->DrawList->_Splitter._Count > 1) window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. @@ -5464,17 +5697,25 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) ImGuiIO& io = ImGui::GetIO(); ImDrawData* draw_data = &viewport->DrawDataP; + viewport->DrawData = draw_data; // Make publicly accessible viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; viewport->DrawDataBuilder.Layers[0]->resize(0); viewport->DrawDataBuilder.Layers[1]->resize(0); + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + draw_data->Valid = true; draw_data->CmdListsCount = 0; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; - draw_data->DisplaySize = viewport->Size; - draw_data->FramebufferScale = io.DisplayFramebufferScale; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? draw_data->OwnerViewport = viewport; } @@ -5500,20 +5741,28 @@ void ImGui::PopClipRect() window->ClipRect = window->DrawList->_ClipRectStack.back(); } +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport(); + ImGuiViewportP* viewport = window->Viewport; ImRect viewport_rect = viewport->GetMainRect(); // Draw behind window by moving the draw command at the FRONT of the draw list { - // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, - // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. - ImDrawList* draw_list = window->RootWindow->DrawList; + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) @@ -5525,6 +5774,18 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. draw_list->PopClipRect(); } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } } ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) @@ -5544,6 +5805,8 @@ ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* par return bottom_most_visible_window; } +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). static void ImGui::RenderDimmedBackgrounds() { ImGuiContext& g = *GImGui; @@ -5555,31 +5818,50 @@ static void ImGui::RenderDimmedBackgrounds() if (!dim_bg_for_modal && !dim_bg_for_window_list) return; + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; if (dim_bg_for_modal) { // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; } else if (dim_bg_for_window_list) { // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; // Draw border around CTRL+Tab target window ImGuiWindow* window = g.NavWindowingTargetAnim; - ImGuiViewport* viewport = GetMainViewport(); + ImGuiViewport* viewport = window->Viewport; float distance = g.FontSize; ImRect bb = window->Rect(); bb.Expand(distance); if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); if (window->DrawList->CmdBuffer.Size == 0) window->DrawList->AddDrawCmd(); window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); window->DrawList->PopClipRect(); } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } } // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. @@ -5605,8 +5887,10 @@ void ImGui::EndFrame() ImGuiPlatformImeData* ime_data = &g.PlatformImeData; if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); - ImGuiViewport* viewport = GetMainViewport(); + if (viewport == NULL) + viewport = GetMainViewport(); g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); } @@ -5619,6 +5903,11 @@ void ImGui::EndFrame() // Update navigation: CTRL+Tab, wrap-around requests NavEndFrame(); + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if (g.DragDropActive) { @@ -5647,6 +5936,9 @@ void ImGui::EndFrame() // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + // Sort the window list so that all child windows are after their parent // We cannot do that on FocusWindow() because children may not exist yet g.WindowsTempSortBuffer.resize(0); @@ -5705,7 +5997,7 @@ void ImGui::Render() // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; - windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); for (ImGuiWindow* window : g.Windows) { @@ -5784,11 +6076,18 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi ImGuiWindow* hovered_window = NULL; ImGuiWindow* hovered_window_under_moving_window = NULL; - if (find_first_and_in_any_viewport == false && g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) - hovered_window = g.MovingWindow; + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)); for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; @@ -5797,6 +6096,9 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; @@ -5823,7 +6125,7 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi if (hovered_window == NULL) hovered_window = window; IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) hovered_window_under_moving_window = window; if (hovered_window && hovered_window_under_moving_window) break; @@ -5833,6 +6135,8 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi *out_hovered_window = hovered_window; if (out_hovered_window_under_moving_window != NULL) *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; } bool ImGui::IsItemActive() @@ -5870,7 +6174,16 @@ bool ImGui::IsItemDeactivatedAfterEdit() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; - return g.NavId == g.LastItemData.ID && g.NavId != 0; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; } // Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! @@ -6030,7 +6343,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I child_flags &= ~ImGuiChildFlags_ResizeY; // Set window flags - window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) window_flags |= ImGuiWindowFlags_AlwaysAutoResize; @@ -6058,7 +6371,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I // A SetNextWindowSize() call always has priority (#8020) // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now) // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer. - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0) { if (g.NextWindowData.SizeVal.x > 0.0f) { @@ -6074,11 +6387,11 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I SetNextWindowSize(size); // Forward child flags (we allow prior settings to merge but it'll only work for adding flags) - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) g.NextWindowData.ChildFlags |= child_flags; else g.NextWindowData.ChildFlags = child_flags; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags; // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. @@ -6187,6 +6500,7 @@ static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, b window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); } ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) @@ -6203,10 +6517,19 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { - window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y)); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); if (settings->Size.x > 0 && settings->Size.y > 0) window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; } static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) @@ -6216,7 +6539,8 @@ static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* s const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->Pos = main_viewport->Pos + ImVec2(60, 60); window->Size = window->SizeFull = ImVec2(0, 0); - window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; if (settings != NULL) { @@ -6264,6 +6588,16 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) return window; } +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) { // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) @@ -6283,7 +6617,7 @@ static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) } // Reduce artifacts with very small windows - ImGuiWindow* window_for_height = window; + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); return size_min; } @@ -6292,7 +6626,7 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s { ImGuiContext& g = *GImGui; ImVec2 new_size = size_desired; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. ImRect cr = g.NextWindowData.SizeConstraintRect; @@ -6354,8 +6688,19 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont { // Maximum window size is determined by the viewport size or monitor size ImVec2 size_min = CalcWindowMinSize(window); - ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max); + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + + // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } + + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max)); // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, // we may need to compute/store three variants of size_auto_fit, for x/y/xy. @@ -6392,7 +6737,7 @@ static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) { if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) return ImGuiCol_PopupBg; - if (window->Flags & ImGuiWindowFlags_ChildWindow) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) return ImGuiCol_ChildBg; return ImGuiCol_WindowBg; } @@ -6458,7 +6803,7 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { IM_ASSERT(n >= 0 && n < 4); - ImGuiID id = window->ID; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); return id; @@ -6469,7 +6814,7 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) { IM_ASSERT(dir >= 0 && dir < 4); int n = (int)dir + 4; - ImGuiID id = window->ID; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); return id; @@ -6490,7 +6835,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si int ret_auto_fit_mask = 0x00; const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + const float grip_hover_outer_size = g.WindowsBorderHoverPadding; ImRect clamp_rect = visibility_rect; const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); @@ -6500,6 +6845,16 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + // Resize grips and borders are on layer 1 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -6526,7 +6881,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si { // Auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); - ret_auto_fit_mask = 0x03; // Both axises + ret_auto_fit_mask = 0x03; // Both axes ClearActiveID(); } else if (held) @@ -6558,7 +6913,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); @@ -6585,7 +6940,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! - const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false)); + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) { g.WindowResizeBorderExpectedRect = border_rect; @@ -6596,7 +6951,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; - const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above. // Use absolute mode position ImVec2 border_target = window->Pos; @@ -6643,7 +6998,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si // Navigation resize (keyboard/gamepad) // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. // Not even sure the callback works here. - if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) { ImVec2 nav_resize_dir; if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) @@ -6685,7 +7040,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si // Recalculate next expected border expected coordinates if (*border_held != -1) - g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding); return ret_auto_fit_mask; } @@ -6694,7 +7049,9 @@ static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_ { ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) size_for_clamping.y = window->TitleBarHeight; window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } @@ -6729,7 +7086,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual } - if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { float y = window->Pos.y + window->TitleBarHeight - 1; window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize); @@ -6759,6 +7116,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar const float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); g.Style.FrameBorderSize = backup_border_size; } @@ -6767,23 +7126,58 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar // Window background if (!(flags & ImGuiWindowFlags_NoBackground)) { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); - bool override_alpha = false; - float alpha = 1.0f; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + if (window->ViewportOwned) { - alpha = g.NextWindowData.BgAlphaVal; - override_alpha = true; + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; } - if (override_alpha) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + else + { + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + } + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } @@ -6797,6 +7191,27 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + // Scrollbars if (window->ScrollbarX) Scrollbar(ImGuiAxis_X); @@ -6821,13 +7236,14 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } } - // Borders - if (handle_borders_and_resize_grips) + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) RenderWindowOuterBorders(window); } window->DC.NavLayerCurrent = ImGuiNavLayer_Main; } +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. // Render title text, collapse button, close button void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { @@ -6869,7 +7285,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) if (has_collapse_button) - if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function // Close button @@ -6920,12 +7336,16 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) - window->RootWindow = parent_window->RootWindow; + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } if (parent_window && (flags & ImGuiWindowFlags_Popup)) window->RootWindowPopupTree = parent_window->RootWindowPopupTree; - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ? window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) { @@ -6940,7 +7360,7 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) { ImGuiContext& g = *GImGui; window->SkipRefresh = false; - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0) return; if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh) { @@ -7004,24 +7424,26 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); - // Update the Appearing flag - bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } - window->Appearing = window_just_activated_by_user; - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; if (first_begin_of_the_frame) { UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; - window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; + window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; window->LastFrameActive = current_frame; window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; @@ -7032,8 +7454,42 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) flags = window->Flags; } + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.HasFlags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); @@ -7048,6 +7504,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window_stack_data.Window = window; window_stack_data.ParentLastItemDataBackup = g.LastItemData; window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled); + window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f; ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin); g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin; if (flags & ImGuiWindowFlags_ChildMenu) @@ -7059,11 +7516,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) UpdateWindowParentAndRootLinks(window, flags, parent_window); window->ParentWindowInBeginStack = parent_window_in_stack; + // Focus route // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, - // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) - window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL; + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; - // Inherent SetWindowFontScale() from parent until we fix this system... + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } + + // Inherit SetWindowFontScale() from parent until we fix this system... window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; } @@ -7085,7 +7553,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // (FIXME: Consider splitting the HasXXX flags into X/Y components bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) { window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) @@ -7101,7 +7569,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); @@ -7111,7 +7579,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) g.NextWindowData.SizeVal.y = window->SizeFull.y; SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) { if (g.NextWindowData.ScrollVal.x >= 0.0f) { @@ -7124,13 +7592,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ScrollTargetCenterRatio.y = 0.0f; } } - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize) window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus) FocusWindow(window); if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -7157,6 +7627,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } // Restore buffer capacity when woken from a compacted state, to avoid if (window->MemoryCompacted) @@ -7165,7 +7640,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; - if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) + window_title_visible_elsewhere = true; + else if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + else if (flags & ImGuiWindowFlags_ChildMenu) window_title_visible_elsewhere = true; if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) { @@ -7178,6 +7657,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update contents size from last frame for auto-fitting (or use explicit size) CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -7205,20 +7688,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // SELECT VIEWPORT - // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); - SetWindowViewport(window, viewport); + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); + flags = window->Flags; // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. - if (flags & ImGuiWindowFlags_ChildWindow) + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) window->WindowBorderSize = style.ChildBorderSize; else window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; window->WindowPadding = style.WindowPadding; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. @@ -7239,7 +7725,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) { // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), // so verify that we don't have items over the title bar. @@ -7340,23 +7826,66 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. - ImRect viewport_rect(viewport->GetMainRect()); - ImRect viewport_work_rect(viewport->GetWorkRect()); + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) - if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { ClampWindowPos(window, visibility_rect); + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } window->Pos = ImTrunc(window->Pos); // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) // Large values tend to lead to variety of artifacts and are not recommended. - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) @@ -7368,7 +7897,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { if (flags & ImGuiWindowFlags_Popup) want_focus = true; - else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) want_focus = true; } @@ -7387,12 +7916,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } #endif + // Decide if we are going to handle borders and resize grips + const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); + // Handle manual resize: Resize Grips, Borders, Gamepad int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - if (!window->Collapsed) + if (handle_borders_and_resize_grips && !window->Collapsed) if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) { if (auto_fit_mask & (1 << ImGuiAxis_X)) @@ -7403,6 +7935,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ResizeBorderHovered = (signed char)border_hovered; window->ResizeBorderHeld = (signed char)border_held; + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + // SCROLLBAR VISIBILITY // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). @@ -7416,9 +7962,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + bool scrollbar_x_prev = window->ScrollbarX; //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + + // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488) + // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. + // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it) + window->ScrollbarXStabilizeToggledHistory <<= 1; + window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00; + const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history. + if (scrollbar_x_stabilize) + window->ScrollbarX = true; + //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled) + // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name); + window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize; + if (window->ScrollbarX && !window->ScrollbarY) window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); @@ -7441,6 +8001,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const ImRect outer_rect = window->Rect(); const ImRect title_bar_rect = window->TitleBarRect(); window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle @@ -7503,6 +8065,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) { bool render_decorations_in_parent = false; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) @@ -7520,8 +8084,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch. + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); if (render_decorations_in_parent) @@ -7604,6 +8167,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->AutoFitFramesY > 0) window->AutoFitFramesY--; + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) // We ImGuiFocusRequestFlags_UnlessBelowModal to: // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. @@ -7613,6 +8179,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (want_focus && window == g.NavWindow) NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + // Close requested by platform window (apply to all windows in this viewport) + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + // Pressing CTRL+C copy window content into the clipboard // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. // [EXPERIMENTAL] Text outputs has many issues. @@ -7621,8 +8195,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) LogToClipboard(0); // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; @@ -7630,6 +8206,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (flags & ImGuiWindowFlags_Tooltip) g.TooltipPreviousWindow = window; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None; @@ -7659,26 +8249,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowActiveForSkipRefresh(window); // Append + SetCurrentViewport(window, window->Viewport); SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); SetLastItemDataForWindow(window, window->TitleBarRect()); } - if (!window->SkipRefresh) + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.ClearFlags(); // Update visibility if (first_begin_of_the_frame && !window->SkipRefresh) { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) { // Child window can be out of sight and have "negative" clip windows. // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); if (!g.LogEnabled && !nav_request) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) @@ -7692,7 +8295,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0) window->HiddenFramesCannotSkipItems = 1; } @@ -7717,6 +8320,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) skip_items = true; window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } else if (first_begin_of_the_frame) { @@ -7753,14 +8366,14 @@ void ImGui::End() ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); // Error checking: verify that user doesn't directly call End() on a child window. - if (window->Flags & ImGuiWindowFlags_ChildWindow) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) EndColumns(); - if (!window->SkipRefresh) - PopClipRect(); // Inner window clip rectangle + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); PopFocusScope(); if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) EndDisabledOverrideReenable(); @@ -7778,6 +8391,11 @@ void ImGui::End() if (window->DC.IsSetPos) ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + // Pop from window stack g.LastItemData = window_stack_data.ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) @@ -7791,6 +8409,8 @@ void ImGui::End() g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } // Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. @@ -7914,6 +8534,7 @@ void ImGui::BeginDisabledOverrideReenable() { ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled); + g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha; g.Style.Alpha = g.DisabledAlphaBackup; g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; g.ItemFlagsStack.push_back(g.CurrentItemFlags); @@ -7927,7 +8548,7 @@ void ImGui::EndDisabledOverrideReenable() IM_ASSERT(g.DisabledStackSize > 0); g.ItemFlagsStack.pop_back(); g.CurrentItemFlags = g.ItemFlagsStack.back(); - g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha; + g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup; } void ImGui::PushTextWrapPos(float wrap_pos_x) @@ -7951,7 +8572,7 @@ void ImGui::PopTextWrapPos() window->DC.TextWrapPosStack.pop_back(); } -static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy) +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) { ImGuiWindow* last_window = NULL; while (last_window != window) @@ -7960,13 +8581,15 @@ static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierar window = window->RootWindow; if (popup_hierarchy) window = window->RootWindowPopupTree; - } + if (dock_hierarchy) + window = window->RootWindowDockTree; + } return window; } -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy) +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) { - ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy); + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); if (window_root == potential_parent) return true; while (window != NULL) @@ -8031,12 +8654,13 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT(cur_window); // Not inside a Begin()/End() const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; if (flags & ImGuiHoveredFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); bool result; if (flags & ImGuiHoveredFlags_ChildWindows) - result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); else result = (ref_window == cur_window); if (!result) @@ -8062,6 +8686,18 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) return true; } +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + float ImGui::GetWindowWidth() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -8098,6 +8734,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) if (offset.x == 0.0f && offset.y == 0.0f) return; MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. window->DC.IdealMaxPos += offset; @@ -8213,17 +8850,18 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos; g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; } void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize; g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } @@ -8235,7 +8873,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; @@ -8246,14 +8884,14 @@ void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& s void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize; g.NextWindowData.ContentSizeVal = ImTrunc(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll; g.NextWindowData.ScrollVal = scroll; } @@ -8261,7 +8899,7 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed; g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } @@ -8269,15 +8907,38 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha; g.NextWindowData.BgAlphaVal = alpha; } +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + // This is experimental and meant to be a toy for exploring a future/wider range of features. void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy; g.NextWindowData.RefreshFlagsVal = flags; } @@ -8287,6 +8948,19 @@ ImDrawList* ImGui::GetWindowDrawList() return window->DrawList; } +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + ImFont* ImGui::GetFont() { return GImGui->Font; @@ -8731,7 +9405,7 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN]; } -// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. static const char* const GKeyNames[] = { "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", @@ -8746,7 +9420,7 @@ static const char* const GKeyNames[] = "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", - "AppBack", "AppForward", + "AppBack", "AppForward", "Oem102", "GamepadStart", "GamepadBack", "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", @@ -8788,7 +9462,7 @@ const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : ""); size_t len; if (key == ImGuiKey_None && key_chord != 0) - if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+' + if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+' g.TempKeychordName[len - 1] = 0; return g.TempKeychordName; } @@ -9277,6 +9951,8 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c // Hit testing, expanded for touch input if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; return true; } @@ -9534,13 +10210,16 @@ static void ImGui::UpdateMouseInputs() io.MouseClickedTime[i] = g.Time; io.MouseClickedPos[i] = io.MousePos; io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); io.MouseDragMaxDistanceSqr[i] = 0.0f; } else if (io.MouseDown[i]) { // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; - io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } // We provide io.MouseDoubleClicked[] as a legacy service @@ -9660,7 +10339,7 @@ void ImGui::UpdateMouseWheel() if (g.IO.MouseWheelRequestAxisSwap) wheel = ImVec2(wheel.y, 0.0f); - // Maintain a rough average of moving magnitude on both axises + // Maintain a rough average of moving magnitude on both axes // FIXME: should by based on wall clock time rather than frame-counter g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); @@ -9673,7 +10352,7 @@ void ImGui::UpdateMouseWheel() // Mouse wheel scrolling: find target and apply // - don't renew lock if axis doesn't apply on the window. - // - select a main axis when both axises are being moved. + // - select a main axis when both axes are being moved. if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { @@ -9730,6 +10409,7 @@ static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } @@ -9793,6 +10473,10 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) io.MouseSource = e->MouseWheel.MouseSource; mouse_wheeled = true; } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } else if (e->Type == ImGuiInputEventType_Key) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button @@ -10172,7 +10856,8 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations - IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders. IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); @@ -10199,6 +10884,45 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; #endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } } static void ImGui::ErrorCheckEndFrameSanityChecks() @@ -10421,15 +11145,24 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused. BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds."); Separator(); - Text("(Hold CTRL to: use"); - SameLine(); - if (SmallButton("Item Picker")) - DebugStartItemPicker(); - SameLine(); - Text("to break in item call-stack, or"); - SameLine(); + if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker) + { + Text("(Hold CTRL to: use "); + SameLine(0.0f, 0.0f); + if (SmallButton("Item Picker")) + DebugStartItemPicker(); + SameLine(0.0f, 0.0f); + Text(" to break in item call-stack, or "); + } + else + { + Text("(Hold CTRL to "); + } + SameLine(0.0f, 0.0f); if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + SameLine(0.0f, 0.0f); + Text(")"); EndErrorTooltip(); } @@ -11290,7 +12023,7 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen); - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) { ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale); ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f); @@ -11312,7 +12045,8 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; + + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; Begin(window_name, NULL, flags | extra_window_flags); // 2023-03-09: Added bool return value to the API, but currently always returning true. // If this ever returns false we need to update BeginDragDropSource() accordingly. @@ -11385,8 +12119,8 @@ bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) { // Return true if the popup is open anywhere in the popup stack - for (int n = 0; n < g.OpenPopupStack.Size; n++) - if (g.OpenPopupStack[n].PopupId == id) + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) return true; return false; } @@ -11562,12 +12296,13 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to // Window -> Popup1 -> Window2(Ref) // - Clicking/focusing Popup1 will close Popup2 and Popup3: // Window -> Popup1(Ref) -> Popup2 -> Popup3 - // - Each popups may contain child windows, which is why we compare ->RootWindow! + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child // We step through every popup from bottom to top to validate their position relative to reference window. bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE if (IsWindowWithinBeginStackOf(ref_window, popup_window)) { ref_window_is_descendent_of_popup = true; @@ -11666,17 +12401,32 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) } char name[20]; - if (extra_window_flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth - else - ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx() + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; +} + +bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[128]; + IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu); + ImFormatString(name, IM_ARRAYSIZE(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); - //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; - return is_open; } @@ -11713,13 +12463,13 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla // Center modal windows by default for increased visibility // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) { - const ImGuiViewport* viewport = GetMainViewport(); + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); } - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; const bool is_open = Begin(name, p_open, flags); if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) { @@ -11906,8 +12656,19 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - IM_UNUSED(window); - ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect(); + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } ImVec2 padding = g.Style.DisplaySafeAreaPadding; r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); return r_screen; @@ -11922,8 +12683,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. - IM_ASSERT(g.CurrentWindow == window); - ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window; + ImGuiWindow* parent_window = window->ParentWindow; float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) @@ -12006,7 +12766,7 @@ void ImGui::SetWindowFocus(const char* name) void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus; } // Similar to IsWindowHovered() @@ -12023,11 +12783,12 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) IM_ASSERT(cur_window); // Not inside a Begin()/End() const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; if (flags & ImGuiHoveredFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); if (flags & ImGuiHoveredFlags_ChildWindows) - return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); else return (ref_window == cur_window); } @@ -12091,7 +12852,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) return; for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) @@ -12184,31 +12945,39 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) } // Move the root window to the top of the pile - IM_ASSERT(window == NULL || window->RootWindow != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop - ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); // Steal active widgets. Some of the cases it triggers includes: // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) - if (!g.ActiveIdNoClearOnFocusLoss) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) ClearActiveID(); // Passing NULL allow to disable keyboard focus if (!window) return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; // Bring to front BringWindowToFocusFront(focus_front_window); - if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) BringWindowToDisplayFront(display_front_window); } void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) { ImGuiContext& g = *GImGui; - IM_UNUSED(filter_viewport); // Unused in master branch. int start_idx = g.WindowsFocusOrder.Size - 1; if (under_this_window != NULL) { @@ -12227,8 +12996,15 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind ImGuiWindow* window = g.WindowsFocusOrder[i]; if (window == ignore_window || !window->WasActive) continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? FocusWindow(window, flags); return; } @@ -12761,6 +13537,9 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; return window; } @@ -12798,6 +13577,7 @@ static inline void ImGui::NavUpdateAnyRequestFlag() // This needs to be called before we submit any widget (aka in or before Begin) void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { + // FIXME: ChildWindow test here is wrong for docking ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); @@ -12873,7 +13653,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() ref_rect.Translate(window->Scroll - next_scroll); } ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); - ImGuiViewport* viewport = GetMainViewport(); + ImGuiViewport* viewport = window->Viewport; return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } @@ -13628,6 +14408,40 @@ static void NavUpdateWindowingTarget(int focus_change_dir) g.NavWindowingToggleLayer = false; } +// Apply focus and close overlay +static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) +{ + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() ? + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() + ImGuiContext& g = *GImGui; + if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) + { + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; + ClearActiveID(); + SetNavCursorVisibleAfterMove(); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); + } + g.NavWindowingTarget = NULL; +} + // Windowing management mode // Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) @@ -13771,7 +14585,7 @@ static void ImGui::NavUpdateWindowing() ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) { - ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); g.NavWindowingAccumDeltaPos -= accum_floored; } @@ -13779,28 +14593,8 @@ static void ImGui::NavUpdateWindowing() } // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) - { - ClearActiveID(); - SetNavCursorVisibleAfterMove(); - ClosePopupsOverWindow(apply_focus_window, false); - FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); - apply_focus_window = g.NavWindow; - if (apply_focus_window->NavLastIds[0] == 0) - NavInitWindow(apply_focus_window, false); - - // If the window has ONLY a menu layer (no main layer), select it directly - // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, - // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since - // the target window as already been previewed once. - // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, - // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* - // won't be valid. - if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) - g.NavLayer = ImGuiNavLayer_Menu; - } if (apply_focus_window) - g.NavWindowingTarget = NULL; + NavUpdateWindowingApplyFocus(apply_focus_window); // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) @@ -13826,7 +14620,8 @@ static void ImGui::NavUpdateWindowing() if (new_nav_layer != g.NavLayer) { // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) - if (new_nav_layer == ImGuiNavLayer_Menu) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); SetNavCursorVisibleAfterMove(); @@ -13841,6 +14636,8 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); } @@ -13855,7 +14652,7 @@ void ImGui::NavUpdateWindowingOverlay() if (g.NavWindowingListWindow == NULL) g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay"); - const ImGuiViewport* viewport = GetMainViewport(); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); @@ -14061,7 +14858,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s cond = ImGuiCond_Always; IM_ASSERT(type != NULL); - IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT(ImStrlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() @@ -14105,7 +14902,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) return false; IM_ASSERT(id != 0); if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) @@ -14135,7 +14932,7 @@ bool ImGui::BeginDragDropTarget() if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) return false; const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; @@ -14305,7 +15102,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } if (prefix) - LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here. // Re-adjust padding if we have popped out of our starting depth if (g.LogDepthRef > window->DC.TreeDepth) @@ -14338,7 +15135,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } if (suffix) - LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); + LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix)); } // Start logging/capturing text output @@ -14604,7 +15401,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) - ini_size = strlen(ini_data); + ini_size = ImStrlen(ini_data); g.SettingsIniData.Buf.resize((int)ini_size + 1); char* const buf = g.SettingsIniData.Buf.Data; char* const buf_end = buf + ini_size; @@ -14705,7 +15502,7 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) if (const char* p = strstr(name, "###")) name = p; } - const size_t name_len = strlen(name); + const size_t name_len = ImStrlen(name); // Allocate chunk const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; @@ -14741,11 +15538,14 @@ ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) void ImGui::ClearWindowSettings(const char* name) { //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; ImGuiWindow* window = FindWindowByName(name); if (window != NULL) { window->Flags |= ImGuiWindowFlags_NoSavedSettings; InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); } if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) settings->WantDelete = true; @@ -14777,10 +15577,16 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; int x, y; int i; - if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } - else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } - else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } - else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } // Apply to existing windows (if any) @@ -14813,10 +15619,16 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = ImVec2ih(window->Pos); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); settings->Size = ImVec2ih(window->SizeFull); - settings->IsChild = (window->Flags & ImGuiWindowFlags_ChildWindow) != 0; + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. settings->WantDelete = false; } @@ -14835,10 +15647,26 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl } else { - buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); - buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); - if (settings->Collapsed) - buf->appendf("Collapsed=1\n"); + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } } buf->append("\n"); } @@ -14859,10 +15687,28 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- // - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] // - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] // - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] // - UpdateViewportsNewFrame() [Internal] -// (this section is more complete in the 'docking' branch) +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() //----------------------------------------------------------------------------- ImGuiViewport* ImGui::GetMainViewport() @@ -14871,58 +15717,4939 @@ ImGuiViewport* ImGui::GetMainViewport() return g.Viewports[0]; } -void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { - window->Viewport = viewport; + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == id) + return viewport; + return NULL; } -static void ScaleWindow(ImGuiWindow* window, float scale) +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) { - ImVec2 origin = window->Viewport->Pos; - window->Pos = ImFloor((window->Pos - origin) * scale + origin); - window->Size = ImTrunc(window->Size * scale); - window->SizeFull = ImTrunc(window->SizeFull * scale); - window->ContentSize = ImTrunc(window->ContentSize * scale); + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; +} + +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + (void)current_window; + + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} + +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} + +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. + for (ImGuiWindow* window_behind : g.Windows) + { + if (window_behind == window) + break; + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); } // Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) { ImGuiContext& g = *GImGui; - for (ImGuiWindow* window : g.Windows) - if (window->Viewport == viewport) - ScaleWindow(window, scale); + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; } // Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. static void ImGui::UpdateViewportsNewFrame() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.Viewports.Size == 1); + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); - // Update main viewport with current platform position. + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. ImGuiViewportP* main_viewport = g.Viewports[0]; - main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; - main_viewport->Pos = ImVec2(0.0f, 0.0f); - main_viewport->Size = g.IO.DisplaySize; - - for (ImGuiViewportP* viewport : g.Viewports) + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) { - // Lock down space taken by menu bars and status bars + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. viewport->WorkInsetMin = viewport->BuildWorkInsetMin; viewport->WorkInsetMax = viewport->BuildWorkInsetMax; viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + ImVec2 prev_pos = viewport->Pos; + ImVec2 prev_size = viewport->Size; + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + if (prev_pos != viewport->Pos || prev_size != viewport->Size) + UpdateViewportPlatformMonitor(viewport); + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + if (viewport->PlatformMonitor != -1) + viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + viewport->DpiScale = 1.0f; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); } } +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = 0; // Default to the first monitor as fallback + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + //----------------------------------------------------------------------------- // [SECTION] DOCKING //----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- -// (this section is filled in the 'docking' branch) +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= g.WindowsBorderHoverPadding; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= g.WindowsBorderHoverPadding; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll; + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + continue; + if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) + { + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DC.DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.HasFlags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} //----------------------------------------------------------------------------- @@ -14997,7 +20724,7 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* t if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardClear(main_clipboard); - CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text)); if (cf_data) { PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); @@ -15051,7 +20778,7 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha { ImGuiContext& g = *ctx; g.ClipboardHandlerData.clear(); - const char* text_end = text + strlen(text); + const char* text_end = text + ImStrlen(text); g.ClipboardHandlerData.resize((int)(text_end - text) + 1); memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); g.ClipboardHandlerData[(int)(text_end - text)] = 0; @@ -15065,11 +20792,13 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha #if defined(__APPLE__) && TARGET_OS_IPHONE #define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #endif - +#if defined(__3DS__) +#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS +#endif #if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #endif -#endif +#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS #ifdef _WIN32 @@ -15079,7 +20808,11 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha #endif static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) { - return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; + const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0); + ImVector path_wbuf; + path_wbuf.resize(path_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize); + return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32; } #else #include @@ -15132,14 +20865,14 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* view if (HIMC himc = ::ImmGetContext(hwnd)) { COMPOSITIONFORM composition_form = {}; - composition_form.ptCurrentPos.x = (LONG)data->InputPos.x; - composition_form.ptCurrentPos.y = (LONG)data->InputPos.y; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); composition_form.dwStyle = CFS_FORCE_POSITION; ::ImmSetCompositionWindow(himc, &composition_form); CANDIDATEFORM candidate_form = {}; candidate_form.dwStyle = CFS_CANDIDATEPOS; - candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x; - candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); ::ImmSetCandidateWindow(himc, &candidate_form); ::ImmReleaseContext(hwnd, himc); } @@ -15161,6 +20894,7 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImG // - ShowFontAtlas() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] // - DebugNodeFont() [Internal] @@ -15183,12 +20917,14 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImVec2 scale = bb.GetSize() / viewport->Size; ImVec2 off = bb.Min - viewport->Pos * scale; - float alpha_mul = 1.0f; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); for (ImGuiWindow* thumb_window : g.Windows) { if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) continue; + if (thumb_window->Viewport != viewport) + continue; ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); @@ -15212,10 +20948,19 @@ static void RenderViewportsThumbnails() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // Draw monitor and calculate their boundaries float SCALE = 1.0f / 8.0f; - ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size); + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } // Draw viewports for (ImGuiViewportP* viewport : g.Viewports) @@ -15226,6 +20971,13 @@ static void RenderViewportsThumbnails() ImGui::Dummy(bb_full.GetSize() * SCALE); } +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + // Draw an arbitrary US keyboard layout to visualize translated keys void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) { @@ -15377,11 +21129,9 @@ void ImGui::ShowFontAtlas(ImFontAtlas* atlas) if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) { ImGuiContext& g = *GImGui; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons - ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); - Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); + ImageWithBg(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + PopStyleVar(); TreePop(); } } @@ -15604,14 +21354,38 @@ void ImGui::ShowMetricsWindow(bool* p_open) Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } TreePop(); } // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + SetNextItemOpen(true, ImGuiCond_Once); if (TreeNode("Windows Minimap")) { @@ -15620,6 +21394,26 @@ void ImGui::ShowMetricsWindow(bool* p_open) } cfg->HighlightViewportID = 0; + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + for (ImGuiViewportP* viewport : g.Viewports) DebugNodeViewport(viewport); TreePop(); @@ -15698,6 +21492,17 @@ void ImGui::ShowMetricsWindow(bool* p_open) #ifdef IMGUI_HAS_DOCK if (TreeNode("Docking")) { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK @@ -15741,6 +21546,29 @@ void ImGui::ShowMetricsWindow(bool* p_open) } #ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } #endif // #ifdef IMGUI_HAS_DOCK if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) @@ -15867,9 +21695,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); Unindent(); Text("ITEMS"); @@ -15963,8 +21793,21 @@ void ImGui::ShowMetricsWindow(bool* p_open) #ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info - if (show_docking_nodes && g.IO.KeyCtrl) + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); } #endif // #ifdef IMGUI_HAS_DOCK @@ -16040,11 +21883,98 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) TreePop(); } +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + // [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { ImGuiContext& g = *GImGui; - IM_UNUSED(viewport); // Used in docking branch ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; int cmd_count = draw_list->CmdBuffer.Size; if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) @@ -16059,7 +21989,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con return; } - ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list if (window && IsItemHovered() && fg_draw_list) fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) @@ -16170,7 +22100,7 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co void ImGui::DebugNodeFont(ImFont* font) { bool opened = TreeNode(font, "Font: \"%s\": %.2f px, %d glyphs, %d sources(s)", - font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + font->Sources ? font->Sources[0].Name : "", font->FontSize, font->Glyphs.Size, font->SourcesCount); // Display preview text if (!opened) @@ -16203,14 +22133,14 @@ void ImGui::DebugNodeFont(ImFont* font) Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (font->ConfigData) + for (int config_i = 0; config_i < font->SourcesCount; config_i++) + if (font->Sources) { - const ImFontConfig* cfg = &font->ConfigData[config_i]; + const ImFontConfig* src = &font->Sources[config_i]; int oversample_h, oversample_v; - ImFontAtlasBuildGetOversampleFactors(cfg, &oversample_h, &oversample_v); + ImFontAtlasBuildGetOversampleFactors(src, &oversample_h, &oversample_v); BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", - config_i, cfg->Name, cfg->OversampleH, oversample_h, cfg->OversampleV, oversample_v, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + config_i, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); } // Display all glyphs of the fonts in separate pages of 256 characters @@ -16338,25 +22268,46 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; SetNextItemOpen(true, ImGuiCond_Once); - bool open = TreeNode("viewport0", "Viewport #%d", 0); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); if (IsItemHovered()) g.DebugMetricsConfig.HighlightViewportID = viewport->ID; if (open) { ImGuiWindowFlags flags = viewport->Flags; - BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, - viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y); - BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, - (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", - (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); TreePop(); } } +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) { if (window == NULL) @@ -16395,6 +22346,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); @@ -16411,7 +22363,15 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } @@ -16537,7 +22497,7 @@ static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) void ImGui::ShowDebugLogWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -16552,12 +22512,14 @@ void ImGui::ShowDebugLogWindow(bool* p_open) ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); if (SmallButton("Clear")) @@ -16819,7 +22781,7 @@ void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* dat ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); break; case ImGuiDataType_String: - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id); break; case ImGuiDataType_Pointer: ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); @@ -16857,7 +22819,7 @@ static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_f void ImGui::ShowIDStackToolWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -16867,42 +22829,44 @@ void ImGui::ShowIDStackToolWindow(bool* p_open) // Display hovered/active status ImGuiIDStackTool* tool = &g.DebugIDStackTool; - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - const ImGuiID active_id = g.ActiveId; -#ifdef IMGUI_ENABLE_TEST_ENGINE - Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); -#else - Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); -#endif + + // Build and display path + tool->ResultPathBuf.resize(0); + for (int stack_n = 0; stack_n < tool->Results.Size; stack_n++) + { + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + tool->ResultPathBuf.append(stack_n == 0 ? "//" : "/"); + for (int n = 0; level_desc[n]; n++) + { + if (level_desc[n] == '/') + tool->ResultPathBuf.append("\\"); + tool->ResultPathBuf.append(level_desc + n, level_desc + n + 1); + } + } + Text("0x%08X", tool->QueryId); SameLine(); MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); // CTRL+C to copy path const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; - Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); Checkbox("Ctrl+C: copy path", &tool->CopyToClipboardOnCtrlC); PopStyleVar(); SameLine(); TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) { tool->CopyToClipboardLastTime = (float)g.Time; - char* p = g.TempBuffer.Data; - char* p_end = p + g.TempBuffer.Size; - for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) - { - *p++ = '/'; - char level_desc[256]; - StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); - for (int n = 0; level_desc[n] && p + 2 < p_end; n++) - { - if (level_desc[n] == '/') - *p++ = '\\'; - *p++ = level_desc[n]; - } - } - *p = '\0'; - SetClipboardText(g.TempBuffer.Data); + SetClipboardText(tool->ResultPathBuf.c_str()); } + Text("- Path \"%s\"", tool->ResultPathBuf.c_str()); +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("- Label \"%s\"", tool->QueryId ? ImGuiTestEngine_FindItemDebugLabel(&g, tool->QueryId) : ""); +#endif + + Separator(); + // Display decorated stack tool->LastActiveFrame = g.FrameCount; if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) diff --git a/libs/imgui/imgui.h b/libs/imgui/imgui.h index 7b037a5..fcc1d5a 100644 --- a/libs/imgui/imgui.h +++ b/libs/imgui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.91.8 +// dear imgui, v1.91.9b // (headers) // Help: @@ -28,28 +28,31 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.91.8" -#define IMGUI_VERSION_NUM 19180 +#define IMGUI_VERSION "1.91.9b" +#define IMGUI_VERSION_NUM 19191 #define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch /* Index of this file: // [SECTION] Header mess // [SECTION] Forward declarations and basic types +// [SECTION] Texture identifier (ImTextureID) // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) // [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO -// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) -// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ @@ -183,8 +186,9 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations -struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports. +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) @@ -196,7 +200,8 @@ struct ImGuiTableSortSpecs; // Sorting specifications for a table (often struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") -struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) // Enumerations // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) @@ -230,6 +235,7 @@ typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: f typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. @@ -250,22 +256,6 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() -// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] -// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. -// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. -// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. -// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) -#ifndef ImTextureID -typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) -#endif - -// ImDrawIdx: vertex index. [Compile-time configurable type] -// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). -// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. -#ifndef ImDrawIdx -typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) -#endif - // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. @@ -315,6 +305,19 @@ struct ImVec4 }; IM_MSVC_RUNTIME_CHECKS_RESTORE +//----------------------------------------------------------------------------- +// [SECTION] Texture identifier (ImTextureID) +//----------------------------------------------------------------------------- + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. +// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +#ifndef ImTextureID +typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) @@ -401,10 +404,12 @@ namespace ImGui IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. // Window manipulation // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). @@ -416,6 +421,7 @@ namespace ImGui IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). @@ -544,7 +550,7 @@ namespace ImGui IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected @@ -566,9 +572,10 @@ namespace ImGui // Widgets: Images // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. - // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); + IMGUI_API void ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Widgets: Combo Box (Dropdown) @@ -869,6 +876,26 @@ namespace ImGui IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // About dockspaces: + // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + // Logging/Capture // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) @@ -906,7 +933,7 @@ namespace ImGui IMGUI_API void PopClipRect(); // Focus, Activation - IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window. + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. // Keyboard/Gamepad Navigation @@ -943,8 +970,8 @@ namespace ImGui IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. // Background/Foreground Draw Lists - IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. @@ -974,7 +1001,7 @@ namespace ImGui IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared. IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. // Inputs Utilities: Shortcut Testing & Routing [BETA] @@ -1059,6 +1086,15 @@ namespace ImGui IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + } // namespace ImGui //----------------------------------------------------------------------------- @@ -1089,11 +1125,13 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] + ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame() ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() @@ -1177,7 +1215,7 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). // Elide display / Alignment - ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! // Callback features ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) @@ -1318,7 +1356,7 @@ enum ImGuiFocusedFlags_ ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) - //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, }; @@ -1332,7 +1370,7 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) - //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. @@ -1362,6 +1400,27 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) }; +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { @@ -1492,6 +1551,7 @@ enum ImGuiKey : int ImGuiKey_KeypadEqual, ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" ImGuiKey_AppForward, + ImGuiKey_Oem102, // Non-US backslash. // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) @@ -1592,6 +1652,15 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. @@ -1610,6 +1679,11 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + + // [BETA] Viewports + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1655,6 +1729,8 @@ enum ImGuiCol_ ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, @@ -1714,6 +1790,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding ImGuiStyleVar_GrabMinSize, // float GrabMinSize ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_TabBorderSize, // float TabBorderSize ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize @@ -1725,6 +1802,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize ImGuiStyleVar_COUNT }; @@ -1833,6 +1911,8 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_Wait, // When waiting for something to process/load. + ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive. ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. ImGuiMouseCursor_COUNT }; @@ -2146,6 +2226,7 @@ struct ImGuiStyle ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. @@ -2167,9 +2248,11 @@ struct ImGuiStyle float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float ImageBorderSize; // Thickness of border around Image() calls. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. - float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. + float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). @@ -2182,12 +2265,15 @@ struct ImGuiStyle ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + float DockingSeparatorSize; // Thickness of resizing border between docked windows float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors ImVec4 Colors[ImGuiCol_COUNT]; // Behaviors @@ -2200,6 +2286,11 @@ struct ImGuiStyle IMGUI_API ImGuiStyle(); IMGUI_API void ScaleAllSizes(float scale_factor); + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9. +#endif }; //----------------------------------------------------------------------------- @@ -2255,6 +2346,18 @@ struct ImGuiIO bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. + // Miscellaneous options // (you can visualize and interact with all options in 'Demo->Configuration') bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. @@ -2310,7 +2413,8 @@ struct ImGuiIO // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system - bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup. // Tools to test correct Begin/End and BeginChild/EndChild behaviors. // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() @@ -2351,6 +2455,7 @@ struct ImGuiIO IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate @@ -2399,6 +2504,7 @@ struct ImGuiIO float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). bool KeyCtrl; // Keyboard modifier down: Control bool KeyShift; // Keyboard modifier down: Shift bool KeyAlt; // Keyboard modifier down: Alt @@ -2420,9 +2526,10 @@ struct ImGuiIO bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. - bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. bool AppFocusLost; // Only modify via AddFocusEvent() @@ -2506,6 +2613,28 @@ struct ImGuiSizeCallbackData ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() struct ImGuiPayload { @@ -2585,10 +2714,11 @@ struct ImGuiTextBuffer ImGuiTextBuffer() { } inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } - const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator int size() const { return Buf.Size ? Buf.Size - 1 : 0; } bool empty() const { return Buf.Size <= 1; } void clear() { Buf.clear(); } + void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer. void reserve(int capacity) { Buf.reserve(capacity); } const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } IMGUI_API void append(const char* str, const char* str_end = NULL); @@ -2940,6 +3070,13 @@ struct ImGuiSelectionExternalStorage #define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32) #endif +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, // you can poke into the draw list for that! Draw callback may be useful for example to: @@ -3131,7 +3268,7 @@ struct ImDrawList // General polygon // - Only simple polygons are supported by filling functions (no self-intersections, no holes). - // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); @@ -3224,7 +3361,7 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size) + int CmdListsCount; // Number of ImDrawList* to render int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. @@ -3257,11 +3394,12 @@ struct ImFontConfig int OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. int OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED IN 1.91.9: use GlyphExtraAdvanceX) ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. @@ -3281,7 +3419,7 @@ struct ImFontGlyph unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. unsigned int Codepoint : 30; // 0x0000..0x10FFFF - float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float AdvanceX; // Horizontal distance to advance layout with float X0, Y0, X1, Y1; // Glyph corners float U0, V0, U1, V1; // Texture coordinates }; @@ -3405,12 +3543,12 @@ struct ImFontAtlas // [Internal] IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //------------------------------------------- // Members //------------------------------------------- + // Input ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. @@ -3430,7 +3568,7 @@ struct ImFontAtlas ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. - ImVector ConfigData; // Configuration data + ImVector Sources; // Source/configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines // [Internal] Font builder @@ -3442,8 +3580,8 @@ struct ImFontAtlas int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines // [Obsolete] - //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; // Font runtime data and rendering @@ -3458,13 +3596,13 @@ struct ImFont // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point. ImVector Glyphs; // 12-16 // out // All glyphs. - const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) // [Internal] Members: Cold ~32/40 bytes - // Conceptually ConfigData[] is the list of font sources merged to create this font. + // Conceptually Sources[] is the list of font sources merged to create this font. ImFontAtlas* ContainerAtlas; // 4-8 // out // What we has been loaded into - const ImFontConfig* ConfigData; // 4-8 // in // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances - short ConfigDataCount; // 2 // in // Number of ImFontConfig involved in creating this font. Usually 1, or >1 when merging multiple font sources into one ImFont. + ImFontConfig* Sources; // 4-8 // in // Pointer within ContainerAtlas->Sources[], to SourcesCount instances + short SourcesCount; // 2 // in // Number of ImFontConfig involved in creating this font. Usually 1, or >1 when merging multiple font sources into one ImFont. short EllipsisCharCount; // 1 // out // 1 or 3 ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') @@ -3479,12 +3617,13 @@ struct ImFont // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c); - IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c); + IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); + IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } bool IsLoaded() const { return ContainerAtlas != NULL; } - const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + const char* GetDebugName() const { return Sources ? Sources->Name : ""; } + // [Internal] Don't use! // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 @@ -3498,7 +3637,6 @@ struct ImFont IMGUI_API void GrowIndex(int new_size); IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. - IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; @@ -3512,11 +3650,24 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. -// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. // - About Main Area vs Work Area: // - Main Area = entire viewport. @@ -3530,12 +3681,26 @@ struct ImGuiViewport ImVec2 Size; // Main Area: Size of the viewport. ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). // Platform/Backend Dependent Data - void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*) - void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } // Helpers ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } @@ -3543,7 +3708,53 @@ struct ImGuiViewport }; //----------------------------------------------------------------------------- -// [SECTION] Platform Dependent Interfaces +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. //----------------------------------------------------------------------------- // Access via ImGui::GetPlatformIO() @@ -3552,7 +3763,7 @@ struct ImGuiPlatformIO IMGUI_API ImGuiPlatformIO(); //------------------------------------------------------------------ - // Interface with OS and Platform backend + // Input - Interface with OS and Platform backend (most common stuff) //------------------------------------------------------------------ // Optional: Access OS clipboard @@ -3562,7 +3773,7 @@ struct ImGuiPlatformIO void* Platform_ClipboardUserData; // Optional: Open link/folder/file in OS Shell - // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac) bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); void* Platform_OpenInShellUserData; @@ -3577,21 +3788,89 @@ struct ImGuiPlatformIO ImWchar Platform_LocaleDecimalPoint; // '.' //------------------------------------------------------------------ - // Interface with Renderer Backend + // Input - Interface with Renderer Backend //------------------------------------------------------------------ // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. void* Renderer_RenderState; + + //------------------------------------------------------------------ + // Input - Interface with Platform & Renderer backends for Multi-Viewport support + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + + //------------------------------------------------------------------ + // Output - List of viewports to render into platform windows + //------------------------------------------------------------------ + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } }; // (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. struct ImGuiPlatformImeData { - bool WantVisible; // A widget wants the IME to be visible - ImVec2 InputPos; // Position of the input cursor - float InputLineHeight; // Line height + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height - ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -3603,6 +3882,8 @@ struct ImGuiPlatformImeData #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.91.9 (from February 2025) + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- border_col was removed in favor of ImGuiCol_ImageBorder. // OBSOLETED in 1.91.0 (from July 2024) static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } static inline void PopButtonRepeat() { PopItemFlag(); } diff --git a/libs/imgui/imgui_demo.cpp b/libs/imgui/imgui_demo.cpp index 03ce471..cea9a8a 100644 --- a/libs/imgui/imgui_demo.cpp +++ b/libs/imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.8 +// dear imgui, v1.91.9b // (demo code) // Help: @@ -70,15 +70,38 @@ Index of this file: // [SECTION] Forward Declarations // [SECTION] Helpers -// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) // [SECTION] Demo Window / ShowDemoWindow() -// [SECTION] ShowDemoWindowMenuBar() -// [SECTION] ShowDemoWindowWidgets() -// [SECTION] ShowDemoWindowMultiSelect() -// [SECTION] ShowDemoWindowLayout() -// [SECTION] ShowDemoWindowPopups() -// [SECTION] ShowDemoWindowTables() -// [SECTION] ShowDemoWindowInputs() +// [SECTION] DemoWindowMenuBar() +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) +// [SECTION] DemoWindowWidgetsBasic() +// [SECTION] DemoWindowWidgetsBullets() +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +// [SECTION] DemoWindowWidgetsComboBoxes() +// [SECTION] DemoWindowWidgetsColorAndPickers() +// [SECTION] DemoWindowWidgetsDataTypes() +// [SECTION] DemoWindowWidgetsDisableBlocks() +// [SECTION] DemoWindowWidgetsDragAndDrop() +// [SECTION] DemoWindowWidgetsDragsAndSliders() +// [SECTION] DemoWindowWidgetsImages() +// [SECTION] DemoWindowWidgetsListBoxes() +// [SECTION] DemoWindowWidgetsMultiComponents() +// [SECTION] DemoWindowWidgetsPlotting() +// [SECTION] DemoWindowWidgetsProgressBars() +// [SECTION] DemoWindowWidgetsQueryingStatuses() +// [SECTION] DemoWindowWidgetsSelectables() +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +// [SECTION] DemoWindowWidgetsTabs() +// [SECTION] DemoWindowWidgetsText() +// [SECTION] DemoWindowWidgetsTextFilter() +// [SECTION] DemoWindowWidgetsTextInput() +// [SECTION] DemoWindowWidgetsTooltips() +// [SECTION] DemoWindowWidgetsTreeNodes() +// [SECTION] DemoWindowWidgetsVerticalSliders() +// [SECTION] DemoWindowWidgets() +// [SECTION] DemoWindowLayout() +// [SECTION] DemoWindowPopups() +// [SECTION] DemoWindowTables() +// [SECTION] DemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] User Guide / ShowUserGuide() @@ -94,6 +117,7 @@ Index of this file: // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() // [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() @@ -136,6 +160,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. @@ -144,6 +169,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe @@ -211,6 +237,7 @@ static void ShowExampleAppMainMenuBar(); static void ShowExampleAppAssetsBrowser(bool* p_open); static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); @@ -225,14 +252,18 @@ static void ShowExampleMenuFile(); // We split the contents of the big ShowDemoWindow() function into smaller functions // (because the link time of very large functions tends to grow non-linearly) -static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); -static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); -static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); -static void ShowDemoWindowLayout(); -static void ShowDemoWindowPopups(); -static void ShowDemoWindowTables(); -static void ShowDemoWindowColumns(); -static void ShowDemoWindowInputs(); +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void DemoWindowLayout(); +static void DemoWindowPopups(); +static void DemoWindowTables(); +static void DemoWindowColumns(); +static void DemoWindowInputs(); + +// Helper tree functions used by Property Editor & Multi-Select demos +struct ExampleTreeNode; +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent); +static void ExampleTree_DestroyNode(ExampleTreeNode* node); //----------------------------------------------------------------------------- // [SECTION] Helpers @@ -252,6 +283,16 @@ static void HelpMarker(const char* desc) } } +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + // Helper to wire demo markers located in code to an interactive browser typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; @@ -260,97 +301,6 @@ ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; void* GImGuiDemoMarkerCallbackUserData = NULL; #define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) -//----------------------------------------------------------------------------- -// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) -//----------------------------------------------------------------------------- - -// Simple representation for a tree -// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) -struct ExampleTreeNode -{ - // Tree structure - char Name[28] = ""; - int UID = 0; - ExampleTreeNode* Parent = NULL; - ImVector Childs; - unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily - - // Leaf Data - bool HasData = false; // All leaves have data - bool DataMyBool = true; - int DataMyInt = 128; - ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); -}; - -// Simple representation of struct metadata/serialization data. -// (this is a minimal version of what a typical advanced application may provide) -struct ExampleMemberInfo -{ - const char* Name; // Member name - ImGuiDataType DataType; // Member type - int DataCount; // Member count (1 when scalar) - int Offset; // Offset inside parent structure -}; - -// Metadata description of ExampleTreeNode struct. -static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] -{ - { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, - { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, - { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, - { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, -}; - -static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) -{ - ExampleTreeNode* node = IM_NEW(ExampleTreeNode); - snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); - node->UID = uid; - node->Parent = parent; - node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; - if (parent) - parent->Childs.push_back(node); - return node; -} - -static void ExampleTree_DestroyNode(ExampleTreeNode* node) -{ - for (ExampleTreeNode* child_node : node->Childs) - ExampleTree_DestroyNode(child_node); - IM_DELETE(node); -} - -// Create example tree data -// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) -static ExampleTreeNode* ExampleTree_CreateDemoTree() -{ - static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; - const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); - char name_buf[NAME_MAX_LEN]; - int uid = 0; - ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); - const int root_items_multiplier = 2; - for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) - { - snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); - ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); - const int number_of_childs = (int)strlen(node_L1->Name); - for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) - { - snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); - ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); - node_L2->HasData = true; - if (idx_L1 == 0) - { - snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); - ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); - node_L3->HasData = true; - } - } - } - return node_L0; -} - //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- @@ -364,6 +314,7 @@ struct ImGuiDemoWindowData bool ShowAppConsole = false; bool ShowAppCustomRendering = false; bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; bool ShowAppLog = false; bool ShowAppLayout = false; bool ShowAppPropertyEditor = false; @@ -382,6 +333,7 @@ struct ImGuiDemoWindowData bool ShowAbout = false; // Other data + bool DisableSections = false; ExampleTreeNode* DemoTree = NULL; ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); } @@ -404,7 +356,8 @@ void ImGui::ShowDemoWindow(bool* p_open) // Examples Apps (accessible from the "Examples" menu) if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } - if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } @@ -441,6 +394,7 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool no_nav = false; static bool no_background = false; static bool no_bring_to_front = false; + static bool no_docking = false; static bool unsaved_document = false; ImGuiWindowFlags window_flags = 0; @@ -453,6 +407,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; if (no_close) p_open = NULL; // Don't pass our bool* to Begin @@ -475,7 +430,7 @@ void ImGui::ShowDemoWindow(bool* p_open) //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) // Menu Bar - ShowDemoWindowMenuBar(&demo_data); + DemoWindowMenuBar(&demo_data); ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Spacing(); @@ -555,6 +510,44 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); + ImGui::Unindent(); + } + ImGui::SeparatorText("Windows"); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); @@ -584,7 +577,7 @@ void ImGui::ShowDemoWindow(bool* p_open) "- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n" "- You not are not supposed to rely on it in the course of a normal application run.\n" "- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n" - "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!" + "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! " "Otherwise it would severely hinder your ability to catch and correct mistakes!"); ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert); ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog); @@ -620,12 +613,16 @@ void ImGui::ShowDemoWindow(bool* p_open) "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + // Make a local copy to avoid modifying actual backend flags. // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? ImGui::BeginDisabled(); - ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); - ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); - ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); ImGui::EndDisabled(); ImGui::TreePop(); @@ -677,17 +674,18 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); ImGui::EndTable(); } } // All demo contents - ShowDemoWindowWidgets(&demo_data); - ShowDemoWindowLayout(); - ShowDemoWindowPopups(); - ShowDemoWindowTables(); - ShowDemoWindowInputs(); + DemoWindowWidgets(&demo_data); + DemoWindowLayout(); + DemoWindowPopups(); + DemoWindowTables(); + DemoWindowInputs(); // End of ShowDemoWindow() ImGui::PopItemWidth(); @@ -695,10 +693,10 @@ void ImGui::ShowDemoWindow(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] DemoWindowMenuBar() //----------------------------------------------------------------------------- -static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data) { IMGUI_DEMO_MARKER("Menu"); if (ImGui::BeginMenuBar()) @@ -719,6 +717,7 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); @@ -770,20 +769,102 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) } //----------------------------------------------------------------------------- -// [SECTION] ShowDemoWindowWidgets() +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) //----------------------------------------------------------------------------- -static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode { - IMGUI_DEMO_MARKER("Widgets"); - //ImGui::SetNextItemOpen(true, ImGuiCond_Once); - if (!ImGui::CollapsingHeader("Widgets")) - return; + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily - static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom - if (disable_all) - ImGui::BeginDisabled(); + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) }, + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +static void ExampleTree_DestroyNode(ExampleTreeNode* node) +{ + for (ExampleTreeNode* child_node : node->Childs) + ExampleTree_DestroyNode(child_node); + IM_DELETE(node); +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBasic() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsBasic() +{ IMGUI_DEMO_MARKER("Widgets/Basic"); if (ImGui::TreeNode("Basic")) { @@ -861,8 +942,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) "Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or Double-Click to select all.\n" - "CTRL+X,CTRL+C,CTRL+V clipboard.\n" - "CTRL+Z,CTRL+Y undo/redo.\n" + "CTRL+X,CTRL+C,CTRL+V for clipboard.\n" + "CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.\n" "ESCAPE to revert.\n\n" "PROGRAMMER:\n" "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " @@ -979,233 +1060,44 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) "Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tooltips"); - if (ImGui::TreeNode("Tooltips")) - { - // Tooltips are windows following the mouse. They do not take focus away. - ImGui::SeparatorText("General"); - - // Typical use cases: - // - Short-form (text only): SetItemTooltip("Hello"); - // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } - - // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } - // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } - - HelpMarker( - "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" - "We provide a helper SetItemTooltip() function to perform the two with standards flags."); - - ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); - - ImGui::Button("Basic", sz); - ImGui::SetItemTooltip("I am a tooltip"); - - ImGui::Button("Fancy", sz); - if (ImGui::BeginItemTooltip()) - { - ImGui::Text("I am a fancy tooltip"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); - ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); - ImGui::EndTooltip(); - } - - ImGui::SeparatorText("Always On"); - - // Showcase NOT relying on a IsItemHovered() to emit a tooltip. - // Here the tooltip is always emitted when 'always_on == true'. - static int always_on = 0; - ImGui::RadioButton("Off", &always_on, 0); - ImGui::SameLine(); - ImGui::RadioButton("Always On (Simple)", &always_on, 1); - ImGui::SameLine(); - ImGui::RadioButton("Always On (Advanced)", &always_on, 2); - if (always_on == 1) - ImGui::SetTooltip("I am following you around."); - else if (always_on == 2 && ImGui::BeginTooltip()) - { - ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); - ImGui::EndTooltip(); - } - - ImGui::SeparatorText("Custom"); - - HelpMarker( - "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize" - "tooltip activation details across your application. You may however decide to use custom" - "flags for a specific tooltip instance."); - - // The following examples are passed for documentation purpose but may not be useful to most users. - // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from - // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. - // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. - ImGui::Button("Manual", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ImGui::SetTooltip("I am a manually emitted tooltip."); - - ImGui::Button("DelayNone", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) - ImGui::SetTooltip("I am a tooltip with no delay."); - - ImGui::Button("DelayShort", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) - ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); - - ImGui::Button("DelayLong", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) - ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); - - ImGui::Button("Stationary", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) - ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); - - // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', - // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. - ImGui::BeginDisabled(); - ImGui::Button("Disabled item", sz); - if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) - ImGui::SetTooltip("I am a a tooltip for a disabled item."); - ImGui::EndDisabled(); + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); ImGui::TreePop(); } +} - // Testing ImGuiOnceUponAFrame helper. - //static ImGuiOnceUponAFrame once; - //for (int i = 0; i < 5; i++) - // if (once) - // ImGui::Text("This will be displayed only once."); +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsBullets() +//----------------------------------------------------------------------------- - IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); - if (ImGui::TreeNode("Tree Nodes")) +static void DemoWindowWidgetsBullets() +{ + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) { - IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); - if (ImGui::TreeNode("Basic trees")) + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) { - for (int i = 0; i < 5; i++) - { - // Use SetNextItemOpen() so set the default state of a node to be open. We could - // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! - if (i == 0) - ImGui::SetNextItemOpen(true, ImGuiCond_Once); - - // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. - // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', - // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. - ImGui::PushID(i); - if (ImGui::TreeNode("", "Child %d", i)) - { - ImGui::Text("blah blah"); - ImGui::SameLine(); - if (ImGui::SmallButton("button")) {} - ImGui::TreePop(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); - if (ImGui::TreeNode("Advanced, with Selectable nodes")) - { - HelpMarker( - "This is a more typical looking tree with selectable nodes.\n" - "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); - static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; - static bool align_label_with_current_x_position = false; - static bool test_drag_and_drop = false; - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); - ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); - ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); - ImGui::Text("Hello!"); - if (align_label_with_current_x_position) - ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); - - // 'selection_mask' is dumb representation of what may be user-side selection state. - // You may retain selection state inside or outside your objects in whatever format you see fit. - // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end - /// of the loop. May be a pointer to your own node type, etc. - static int selection_mask = (1 << 2); - int node_clicked = -1; - for (int i = 0; i < 6; i++) - { - // Disable the default "open on single-click behavior" + set Selected flag according to our selection. - // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. - ImGuiTreeNodeFlags node_flags = base_flags; - const bool is_selected = (selection_mask & (1 << i)) != 0; - if (is_selected) - node_flags |= ImGuiTreeNodeFlags_Selected; - if (i < 3) - { - // Items 0..2 are Tree Node - bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) - { - // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. - ImGui::SameLine(); - if (ImGui::SmallButton("button")) {} - } - if (node_open) - { - ImGui::BulletText("Blah blah\nBlah Blah"); - ImGui::SameLine(); - ImGui::SmallButton("Button"); - ImGui::TreePop(); - } - } - else - { - // Items 3..5 are Tree Leaves - // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can - // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). - node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet - ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); - if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) - node_clicked = i; - if (test_drag_and_drop && ImGui::BeginDragDropSource()) - { - ImGui::SetDragDropPayload("_TREENODE", NULL, 0); - ImGui::Text("This is a drag and drop source"); - ImGui::EndDragDropSource(); - } - } - } - if (node_clicked != -1) - { - // Update selection state - // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) - if (ImGui::GetIO().KeyCtrl) - selection_mask ^= (1 << node_clicked); // CTRL+click to toggle - else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection - selection_mask = (1 << node_clicked); // Click to single-select - } - if (align_label_with_current_x_position) - ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::BulletText("Another bullet point"); ImGui::TreePop(); } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); } +} +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsCollapsingHeaders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsCollapsingHeaders() +{ IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); if (ImGui::TreeNode("Collapsing Headers")) { @@ -1229,890 +1121,14 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) */ ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Bullets"); - if (ImGui::TreeNode("Bullets")) - { - ImGui::BulletText("Bullet point 1"); - ImGui::BulletText("Bullet point 2\nOn multiple lines"); - if (ImGui::TreeNode("Tree node")) - { - ImGui::BulletText("Another bullet point"); - ImGui::TreePop(); - } - ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); - ImGui::Bullet(); ImGui::SmallButton("Button"); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text"); - if (ImGui::TreeNode("Text")) - { - IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); - if (ImGui::TreeNode("Colorful Text")) - { - // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. - ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); - ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); - ImGui::TextDisabled("Disabled"); - ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); - if (ImGui::TreeNode("Word Wrapping")) - { - // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. - ImGui::TextWrapped( - "This text should automatically wrap on the edge of the window. The current implementation " - "for text wrapping follows simple rules suitable for English and possibly other languages."); - ImGui::Spacing(); - - static float wrap_width = 200.0f; - ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); - - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for (int n = 0; n < 2; n++) - { - ImGui::Text("Test paragraph %d:", n); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); - ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); - ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); - if (n == 0) - ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); - else - ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); - - // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) - draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); - draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); - ImGui::PopTextWrapPos(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); - if (ImGui::TreeNode("UTF-8 Text")) - { - // UTF-8 test with Japanese characters - // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) - // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 - // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you - // can save your source files as 'UTF-8 without signature'). - // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 - // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. - // Don't do this in your application! Please use u8"text in any language" in your application! - // Note that characters values are preserved even by InputText() if the font cannot be displayed, - // so you can safely copy & paste garbled characters into another application. - ImGui::TextWrapped( - "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " - "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " - "Read docs/FONTS.md for details."); - ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); - ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); - static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; - //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis - ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Images"); - if (ImGui::TreeNode("Images")) - { - ImGuiIO& io = ImGui::GetIO(); - ImGui::TextWrapped( - "Below we are displaying the font texture (which is the only texture we have access to in this demo). " - "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " - "Hover the texture for a zoomed view!"); - - // Below we are displaying the font texture because it is the only texture we have access to inside the demo! - // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that - // will be passed to the rendering backend via the ImDrawCmd structure. - // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top - // of their respective source file to specify what they expect to be stored in ImTextureID, for example: - // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer - // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. - // More: - // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers - // to ImGui::Image(), and gather width/height through your own functions, etc. - // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, - // it will help you debug issues if you are confused about it. - // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). - // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md - // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; - { - static bool use_text_color_for_tint = false; - ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint); - ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left - ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right - ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border); - ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); - if (ImGui::BeginItemTooltip()) - { - float region_sz = 32.0f; - float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; - float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; - float zoom = 4.0f; - if (region_x < 0.0f) { region_x = 0.0f; } - else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } - if (region_y < 0.0f) { region_y = 0.0f; } - else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } - ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); - ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); - ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); - ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); - ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); - ImGui::EndTooltip(); - } - } - - IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); - ImGui::TextWrapped("And now some textured buttons.."); - static int pressed_count = 0; - for (int i = 0; i < 8; i++) - { - // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. - // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. - // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImGui::PushID(i); - if (i > 0) - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); - ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible - ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture - ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) - pressed_count += 1; - if (i > 0) - ImGui::PopStyleVar(); - ImGui::PopID(); - ImGui::SameLine(); - } - ImGui::NewLine(); - ImGui::Text("Pressed %d times.", pressed_count); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Combo"); - if (ImGui::TreeNode("Combo")) - { - // Combo Boxes are also called "Dropdown" in other systems - // Expose flags as checkbox for the demo - static ImGuiComboFlags flags = 0; - ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); - ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) - flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags - if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) - flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags - if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) - flags &= ~ImGuiComboFlags_NoPreview; - - // Override default popup height - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); - if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) - flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); - - // Using the generic BeginCombo() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_selected_idx = 0; // Here we store our selection data as an index. - - // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) - const char* combo_preview_value = items[item_selected_idx]; - - if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_selected_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_selected_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndCombo(); - } - - ImGui::Spacing(); - ImGui::SeparatorText("One-liner variants"); - HelpMarker("Flags above don't apply to this section."); - - // Simplified one-liner Combo() API, using values packed in a single constant string - // This is a convenience for when the selection set is small and known at compile-time. - static int item_current_2 = 0; - ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); - - // Simplified one-liner Combo() using an array of const char* - // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. - static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview - ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); - - // Simplified one-liner Combo() using an accessor function - static int item_current_4 = 0; - ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/List Boxes"); - if (ImGui::TreeNode("List boxes")) - { - // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() - // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. - // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() - // to always be called (inconsistent with BeginListBox()/EndListBox()). - - // Using the generic BeginListBox() API, you have full control over how to display the combo contents. - // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively - // stored in the object itself, etc.) - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_selected_idx = 0; // Here we store our selected data as an index. - - static bool item_highlight = false; - int item_highlighted_idx = -1; // Here we store our highlighted data as an index. - ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); - - if (ImGui::BeginListBox("listbox 1")) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - const bool is_selected = (item_selected_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_selected_idx = n; - - if (item_highlight && ImGui::IsItemHovered()) - item_highlighted_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); - - // Custom size: use all width, 5 items tall - ImGui::Text("Full-width:"); - if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) - { - for (int n = 0; n < IM_ARRAYSIZE(items); n++) - { - bool is_selected = (item_selected_idx == n); - ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; - if (ImGui::Selectable(items[n], is_selected, flags)) - item_selected_idx = n; - - // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) - if (is_selected) - ImGui::SetItemDefaultFocus(); - } - ImGui::EndListBox(); - } - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables"); - //ImGui::SetNextItemOpen(true, ImGuiCond_Once); - if (ImGui::TreeNode("Selectables")) - { - // Selectable() has 2 overloads: - // - The one taking "bool selected" as a read-only selection information. - // When Selectable() has been clicked it returns true and you can alter selection state accordingly. - // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) - // The earlier is more flexible, as in real application your selection may be stored in many different ways - // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). - IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); - if (ImGui::TreeNode("Basic")) - { - static bool selection[5] = { false, true, false, false }; - ImGui::Selectable("1. I am selectable", &selection[0]); - ImGui::Selectable("2. I am selectable", &selection[1]); - ImGui::Selectable("3. I am selectable", &selection[2]); - if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) - if (ImGui::IsMouseDoubleClicked(0)) - selection[3] = !selection[3]; - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); - if (ImGui::TreeNode("Rendering more items on the same line")) - { - // (1) Using SetNextItemAllowOverlap() - // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. - static bool selected[3] = { false, false, false }; - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); - if (ImGui::TreeNode("In Tables")) - { - static bool selected[10] = {}; - - if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) - { - for (int i = 0; i < 10; i++) - { - char label[32]; - sprintf(label, "Item %d", i); - ImGui::TableNextColumn(); - ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap - } - ImGui::EndTable(); - } - ImGui::Spacing(); - if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) - { - for (int i = 0; i < 10; i++) - { - char label[32]; - sprintf(label, "Item %d", i); - ImGui::TableNextRow(); - ImGui::TableNextColumn(); - ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); - ImGui::TableNextColumn(); - ImGui::Text("Some other contents"); - ImGui::TableNextColumn(); - ImGui::Text("123456"); - } - ImGui::EndTable(); - } - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); - if (ImGui::TreeNode("Grid")) - { - static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; - - // Add in a bit of silly fun... - const float time = (float)ImGui::GetTime(); - const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... - if (winning_state) - ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); - - for (int y = 0; y < 4; y++) - for (int x = 0; x < 4; x++) - { - if (x > 0) - ImGui::SameLine(); - ImGui::PushID(y * 4 + x); - if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) - { - // Toggle clicked cell + toggle neighbors - selected[y][x] ^= 1; - if (x > 0) { selected[y][x - 1] ^= 1; } - if (x < 3) { selected[y][x + 1] ^= 1; } - if (y > 0) { selected[y - 1][x] ^= 1; } - if (y < 3) { selected[y + 1][x] ^= 1; } - } - ImGui::PopID(); - } - - if (winning_state) - ImGui::PopStyleVar(); - ImGui::TreePop(); - } - IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); - if (ImGui::TreeNode("Alignment")) - { - HelpMarker( - "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " - "basis using PushStyleVar(). You'll probably want to always keep your default situation to " - "left-align otherwise it becomes difficult to layout multiple items on a same line"); - static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; - for (int y = 0; y < 3; y++) - { - for (int x = 0; x < 3; x++) - { - ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); - char name[32]; - sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); - if (x > 0) ImGui::SameLine(); - ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); - ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); - ImGui::PopStyleVar(); - } - } - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - ShowDemoWindowMultiSelect(demo_data); - - // To wire InputText() with std::string or any other custom string type, - // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. - IMGUI_DEMO_MARKER("Widgets/Text Input"); - if (ImGui::TreeNode("Text Input")) - { - IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); - if (ImGui::TreeNode("Multi-line Text Input")) - { - // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize - // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. - static char text[1024 * 16] = - "/*\n" - " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" - " the hexadecimal encoding of one offending instruction,\n" - " more formally, the invalid operand with locked CMPXCHG8B\n" - " instruction bug, is a design flaw in the majority of\n" - " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" - " processors (all in the P5 microarchitecture).\n" - "*/\n\n" - "label:\n" - "\tlock cmpxchg8b eax\n"; - - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; - HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); - ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); - ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); - ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); - if (ImGui::TreeNode("Filtered Text Input")) - { - struct TextFilters - { - // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) - static int FilterCasingSwap(ImGuiInputTextCallbackData* data) - { - if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase - else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase - return 0; - } - - // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) - static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) - { - if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) - return 0; - return 1; - } - }; - - static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); - static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); - static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); - static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); - static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); - static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. - static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); - if (ImGui::TreeNode("Password Input")) - { - static char password[64] = "password123"; - ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); - ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); - ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); - ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); - if (ImGui::TreeNode("Completion, History, Edit Callbacks")) - { - struct Funcs - { - static int MyCallback(ImGuiInputTextCallbackData* data) - { - if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) - { - data->InsertChars(data->CursorPos, ".."); - } - else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) - { - if (data->EventKey == ImGuiKey_UpArrow) - { - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, "Pressed Up!"); - data->SelectAll(); - } - else if (data->EventKey == ImGuiKey_DownArrow) - { - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, "Pressed Down!"); - data->SelectAll(); - } - } - else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) - { - // Toggle casing of first character - char c = data->Buf[0]; - if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; - data->BufDirty = true; - - // Increment a counter - int* p_int = (int*)data->UserData; - *p_int = *p_int + 1; - } - return 0; - } - }; - static char buf1[64]; - ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); - ImGui::SameLine(); HelpMarker( - "Here we append \"..\" each time Tab is pressed. " - "See 'Examples>Console' for a more meaningful demonstration of using this callback."); - - static char buf2[64]; - ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); - ImGui::SameLine(); HelpMarker( - "Here we replace and select text each time Up/Down are pressed. " - "See 'Examples>Console' for a more meaningful demonstration of using this callback."); - - static char buf3[64]; - static int edit_count = 0; - ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); - ImGui::SameLine(); HelpMarker( - "Here we toggle the casing of the first character on every edit + count edits."); - ImGui::SameLine(); ImGui::Text("(%d)", edit_count); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); - if (ImGui::TreeNode("Resize Callback")) - { - // To wire InputText() with std::string or any other custom string type, - // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper - // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. - HelpMarker( - "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" - "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); - struct Funcs - { - static int MyResizeCallback(ImGuiInputTextCallbackData* data) - { - if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) - { - ImVector* my_str = (ImVector*)data->UserData; - IM_ASSERT(my_str->begin() == data->Buf); - my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 - data->Buf = my_str->begin(); - } - return 0; - } - - // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. - // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' - static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) - { - IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); - return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); - } - }; - - // For this demo we are using ImVector as a string container. - // Note that because we need to store a terminating zero character, our size/capacity are 1 more - // than usually reported by a typical string class. - static ImVector my_str; - if (my_str.empty()) - my_str.push_back(0); - Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); - ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); - if (ImGui::TreeNode("Eliding, Alignment")) - { - static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; - ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); - ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); - if (ImGui::TreeNode("Miscellaneous")) - { - static char buf1[16]; - static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; - ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); - ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); - ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); - ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); - ImGui::TreePop(); - } - - ImGui::TreePop(); - } - - // Tabs - IMGUI_DEMO_MARKER("Widgets/Tabs"); - if (ImGui::TreeNode("Tabs")) - { - IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); - if (ImGui::TreeNode("Basic")) - { - ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - if (ImGui::BeginTabItem("Avocado")) - { - ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Broccoli")) - { - ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("Cucumber")) - { - ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); - if (ImGui::TreeNode("Advanced & Close Button")) - { - // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; - ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); - ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); - ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); - if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) - tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); - - // Tab Bar - ImGui::AlignTextToFramePadding(); - ImGui::Text("Opened:"); - const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; - static bool opened[4] = { true, true, true, true }; // Persistent user state - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - { - ImGui::SameLine(); - ImGui::Checkbox(names[n], &opened[n]); - } - - // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): - // the underlying bool will be set to false when the tab is closed. - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - for (int n = 0; n < IM_ARRAYSIZE(opened); n++) - if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", names[n]); - if (n & 1) - ImGui::Text("I am an odd tab."); - ImGui::EndTabItem(); - } - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); - if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) - { - static ImVector active_tabs; - static int next_tab_id = 0; - if (next_tab_id == 0) // Initialize with some default tabs - for (int i = 0; i < 3; i++) - active_tabs.push_back(next_tab_id++); - - // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. - // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... - // but they tend to make more sense together) - static bool show_leading_button = true; - static bool show_trailing_button = true; - ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); - ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); - - // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) - tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); - - if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) - { - // Demo a Leading TabItemButton(): click the "?" button to open a menu - if (show_leading_button) - if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) - ImGui::OpenPopup("MyHelpMenu"); - if (ImGui::BeginPopup("MyHelpMenu")) - { - ImGui::Selectable("Hello!"); - ImGui::EndPopup(); - } - - // Demo Trailing Tabs: click the "+" button to add a new tab. - // (In your app you may want to use a font icon instead of the "+") - // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. - if (show_trailing_button) - if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) - active_tabs.push_back(next_tab_id++); // Add new tab - - // Submit our regular tabs - for (int n = 0; n < active_tabs.Size; ) - { - bool open = true; - char name[16]; - snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); - if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) - { - ImGui::Text("This is the %s tab!", name); - ImGui::EndTabItem(); - } - - if (!open) - active_tabs.erase(active_tabs.Data + n); - else - n++; - } - - ImGui::EndTabBar(); - } - ImGui::Separator(); - ImGui::TreePop(); - } - ImGui::TreePop(); - } - - // Plot/Graph widgets are not very good. - // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot - // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) - IMGUI_DEMO_MARKER("Widgets/Plotting"); - if (ImGui::TreeNode("Plotting")) - { - static bool animate = true; - ImGui::Checkbox("Animate", &animate); - - // Plot as lines and plot as histogram - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); - //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); - - // Fill an array of contiguous float values to plot - // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float - // and the sizeof() of your structure in the "stride" parameter. - static float values[90] = {}; - static int values_offset = 0; - static double refresh_time = 0.0; - if (!animate || refresh_time == 0.0) - refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo - { - static float phase = 0.0f; - values[values_offset] = cosf(phase); - values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); - phase += 0.10f * values_offset; - refresh_time += 1.0f / 60.0f; - } - - // Plots can display overlay texts - // (in this example, we will display an average value) - { - float average = 0.0f; - for (int n = 0; n < IM_ARRAYSIZE(values); n++) - average += values[n]; - average /= (float)IM_ARRAYSIZE(values); - char overlay[32]; - sprintf(overlay, "avg %f", average); - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); - } - - // Use functions to generate output - // FIXME: This is actually VERY awkward because current plot API only pass in indices. - // We probably want an API passing floats and user provide sample rate/count. - struct Funcs - { - static float Sin(void*, int i) { return sinf(i * 0.1f); } - static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } - }; - static int func_type = 0, display_count = 70; - ImGui::SeparatorText("Functions"); - ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); - ImGui::Combo("func", &func_type, "Sin\0Saw\0"); - ImGui::SameLine(); - ImGui::SliderInt("Sample count", &display_count, 1, 400); - float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::Separator(); - - ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); - ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); - ImGui::Separator(); - - ImGui::TreePop(); - } - - IMGUI_DEMO_MARKER("Widgets/Progress Bars"); - if (ImGui::TreeNode("Progress Bars")) - { - // Animate a simple progress bar - static float progress = 0.0f, progress_dir = 1.0f; - progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; - if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } - if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } - - // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, - // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Progress Bar"); - - float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); - char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); - ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); - - // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. - // Adjust the factor if you want to adjust the animation speed. - ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Indeterminate"); - - ImGui::TreePop(); - } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsColorAndPickers() +//----------------------------------------------------------------------------- +static void DemoWindowWidgetsColorAndPickers() +{ IMGUI_DEMO_MARKER("Widgets/Color"); if (ImGui::TreeNode("Color/Picker Widgets")) { @@ -2271,8 +1287,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::Text("Set defaults in code:"); ImGui::SameLine(); HelpMarker( "SetColorEditOptions() is designed to allow you to set boot-time default.\n" - "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," - "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, " + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid " "encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); @@ -2295,8 +1311,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::Spacing(); ImGui::Text("HSV encoded colors"); ImGui::SameLine(); HelpMarker( - "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" - "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV " + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the " "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui::Text("Color widget with InputHSV:"); ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); @@ -2305,62 +1321,111 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); - if (ImGui::TreeNode("Drag/Slider Flags")) +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsComboBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsComboBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) { - // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! - static ImGuiSliderFlags flags = ImGuiSliderFlags_None; - ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); - ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); - ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); - ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); - ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); - ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); - ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); - ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); - ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); - ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); - ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); - ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags + if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview)) + flags &= ~ImGuiComboFlags_NoPreview; - // Drags - static float drag_f = 0.5f; - static int drag_i = 50; - ImGui::Text("Underlying float value: %f", drag_f); - ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); - //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange - //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); - ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + // Override default popup height + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular); + if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest)) + flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest); - // Sliders - static float slider_f = 0.5f; - static int slider_i = 50; - const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; - ImGui::Text("Underlying float value: %f", slider_f); - ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); - ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selection data as an index. + + // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) + const char* combo_preview_value = items[item_selected_idx]; + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Show case embedding a filter using a simple trick: displaying the filter inside combo contents. + // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives. + if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags)) + { + static ImGuiTextFilter filter; + if (ImGui::IsWindowAppearing()) + { + ImGui::SetKeyboardFocusHere(); + filter.Clear(); + } + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F); + filter.Draw("##Filter", -FLT_MIN); + + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (filter.PassFilter(items[n])) + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + } + ImGui::EndCombo(); + } + + ImGui::Spacing(); + ImGui::SeparatorText("One-liner variants"); + HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section."); + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + static int item_current_4 = 0; + ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items)); ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Range Widgets"); - if (ImGui::TreeNode("Range Widgets")) - { - static float begin = 10, end = 90; - static int begin_i = 100, end_i = 1000; - ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); - ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); - ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); - ImGui::TreePop(); - } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDataTypes() +//----------------------------------------------------------------------------- +static void DemoWindowWidgetsDataTypes() +{ IMGUI_DEMO_MARKER("Widgets/Data Types"); if (ImGui::TreeNode("Data Types")) { @@ -2488,105 +1553,29 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); - if (ImGui::TreeNode("Multi-component Widgets")) +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDisableBlocks() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets/Disable Blocks"); + if (ImGui::TreeNode("Disable Blocks")) { - static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; - static int vec4i[4] = { 1, 5, 100, 255 }; - - ImGui::SeparatorText("2-wide"); - ImGui::InputFloat2("input float2", vec4f); - ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); - ImGui::InputInt2("input int2", vec4i); - ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); - ImGui::SliderInt2("slider int2", vec4i, 0, 255); - - ImGui::SeparatorText("3-wide"); - ImGui::InputFloat3("input float3", vec4f); - ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); - ImGui::InputInt3("input int3", vec4i); - ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); - ImGui::SliderInt3("slider int3", vec4i, 0, 255); - - ImGui::SeparatorText("4-wide"); - ImGui::InputFloat4("input float4", vec4f); - ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); - ImGui::InputInt4("input int4", vec4i); - ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); - ImGui::SliderInt4("slider int4", vec4i, 0, 255); - + ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections."); ImGui::TreePop(); } +} - IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); - if (ImGui::TreeNode("Vertical Sliders")) - { - const float spacing = 4; - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); - - static int int_value = 0; - ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); - ImGui::SameLine(); - - static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; - ImGui::PushID("set1"); - for (int i = 0; i < 7; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); - ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values[i]); - ImGui::PopStyleColor(4); - ImGui::PopID(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set2"); - static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; - const int rows = 3; - const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); - for (int nx = 0; nx < 4; nx++) - { - if (nx > 0) ImGui::SameLine(); - ImGui::BeginGroup(); - for (int ny = 0; ny < rows; ny++) - { - ImGui::PushID(nx * rows + ny); - ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values2[nx]); - ImGui::PopID(); - } - ImGui::EndGroup(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set3"); - for (int i = 0; i < 4; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); - ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); - ImGui::PopStyleVar(); - ImGui::PopID(); - } - ImGui::PopID(); - ImGui::PopStyleVar(); - ImGui::TreePop(); - } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragAndDrop() +//----------------------------------------------------------------------------- +static void DemoWindowWidgetsDragAndDrop() +{ IMGUI_DEMO_MARKER("Widgets/Drag and drop"); if (ImGui::TreeNode("Drag and Drop")) { @@ -2737,7 +1726,378 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::TreePop(); } +} +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsDragsAndSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsDragsAndSliders() +{ + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); + ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); + ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); + ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); + ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange + //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsImages() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsImages() +{ + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); + ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (ImGui::BeginItemTooltip()) + { + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImGui::EndTooltip(); + } + ImGui::PopStyleVar(); + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsListBoxes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsListBoxes() +{ + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List Boxes")) + { + // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild() + // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild() + // to always be called (inconsistent with BeginListBox()/EndListBox()). + + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_selected_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsMultiComponents() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsMultiComponents() +{ + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::SeparatorText("2-wide"); + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + + ImGui::SeparatorText("3-wide"); + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + + ImGui::SeparatorText("4-wide"); + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::SeparatorText("Ranges"); + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsPlotting() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsPlotting() +{ + // Plot/Graph widgets are not very good. +// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot +// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); + ImGui::Separator(); + + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is actually VERY awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::SeparatorText("Functions"); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsProgressBars() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsProgressBars() +{ + IMGUI_DEMO_MARKER("Widgets/Progress Bars"); + if (ImGui::TreeNode("Progress Bars")) + { + // Animate a simple progress bar + static float progress = 0.0f, progress_dir = 1.0f; + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + + // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. + // Adjust the factor if you want to adjust the animation speed. + ImGui::ProgressBar(-1.0f * (float)ImGui::GetTime(), ImVec2(0.0f, 0.0f), "Searching.."); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Indeterminate"); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsQueryingStatuses() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsQueryingStatuses() +{ IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) { @@ -2752,7 +2112,7 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); ImGui::SameLine(); HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); - ImGui::Checkbox("Item Disabled", &item_disabled); + ImGui::Checkbox("Item Disabled", &item_disabled); // Submit selected items so we can query their status in the code following it. bool ret = false; @@ -2771,12 +2131,12 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item - if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node - if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } - if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } bool hovered_delay_none = ImGui::IsItemHovered(); bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary); @@ -2863,18 +2223,24 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", ImGui::IsWindowFocused(), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); // Testing IsWindowHovered() function with its various flags. @@ -2884,10 +2250,13 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n" "IsWindowHovered(_Stationary) = %d\n", @@ -2896,10 +2265,13 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); @@ -2912,10 +2284,13 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). static bool test_window = false; ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); if (test_window) { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? ImGui::Begin("Title bar Hovered/Active tests", &test_window); if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() { @@ -2931,41 +2306,152 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::TreePop(); } +} - // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: - // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) - if (disable_all) - ImGui::EndDisabled(); +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectables() +//----------------------------------------------------------------------------- - IMGUI_DEMO_MARKER("Widgets/Disable Block"); - if (ImGui::TreeNode("Disable block")) +static void DemoWindowWidgetsSelectables() +{ + IMGUI_DEMO_MARKER("Widgets/Selectables"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Selectables")) { - ImGui::Checkbox("Disable entire section above", &disable_all); - ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); - ImGui::TreePop(); - } + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Selectable("3. I am selectable", &selection[2]); + if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[3] = !selection[3]; + ImGui::TreePop(); + } - IMGUI_DEMO_MARKER("Widgets/Text Filter"); - if (ImGui::TreeNode("Text Filter")) - { - // Helper class to easy setup a text filter. - // You may want to implement a more feature-full filtering scheme in your own application. - HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); - static ImGuiTextFilter filter; - ImGui::Text("Filter usage:\n" - " \"\" display all lines\n" - " \"xxx\" display lines containing \"xxx\"\n" - " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" - " \"-xxx\" hide lines containing \"xxx\""); - filter.Draw(); - const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; - for (int i = 0; i < IM_ARRAYSIZE(lines); i++) - if (filter.PassFilter(lines[i])) - ImGui::BulletText("%s", lines[i]); + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); + if (ImGui::TreeNode("Rendering more items on the same line")) + { + // (1) Using SetNextItemAllowOverlap() + // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + static bool selected[3] = { false, false, false }; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } ImGui::TreePop(); } } +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect() +//----------------------------------------------------------------------------- +// Multi-selection demos +// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select +//----------------------------------------------------------------------------- + static const char* ExampleNames[] = { "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper", @@ -3191,14 +2677,7 @@ struct ExampleDualListBox } }; -//----------------------------------------------------------------------------- -// [SECTION] ShowDemoWindowMultiSelect() -//----------------------------------------------------------------------------- -// Multi-selection demos -// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select -//----------------------------------------------------------------------------- - -static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) +static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data) { IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); if (ImGui::TreeNode("Selection State & Multi-Select")) @@ -3558,7 +3037,7 @@ static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) if (ImGui::TreeNode("Multi-Select (trees)")) { HelpMarker( - "This is rather advanced and experimental. If you are getting started with multi-select," + "This is rather advanced and experimental. If you are getting started with multi-select, " "please don't start by looking at how to use it for a tree!\n\n" "Future versions will try to simplify and formalize some of this."); @@ -3934,10 +3413,839 @@ static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) } //----------------------------------------------------------------------------- -// [SECTION] ShowDemoWindowLayout() +// [SECTION] DemoWindowWidgetsTabs() //----------------------------------------------------------------------------- -static void ShowDemoWindowLayout() +static void DemoWindowWidgetsTabs() +{ + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + ImGui::AlignTextToFramePadding(); + ImGui::Text("Opened:"); + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + ImGui::SameLine(); + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab. + // (In your app you may want to use a font icon instead of the "+") + // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsText() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsText() +{ + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextFilter() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextFilter() +{ + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTextInput() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTextInput() +{ + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets."); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback) + static int FilterCasingSwap(ImGuiInputTextCallbackData* data) + { + if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase + else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase + return 0; + } + + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out) + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[32] = ""; ImGui::InputText("default", buf1, 32); + static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal); + static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase); + static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters. + static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters. + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks"); + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we append \"..\" each time Tab is pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker( + "Here we replace and select text each time Up/Down are pressed. " + "See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); + if (ImGui::TreeNode("Miscellaneous")) + { + static char buf1[16]; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll; + ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo); + ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTooltips() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTooltips() +{ + IMGUI_DEMO_MARKER("Widgets/Tooltips"); + if (ImGui::TreeNode("Tooltips")) + { + // Tooltips are windows following the mouse. They do not take focus away. + ImGui::SeparatorText("General"); + + // Typical use cases: + // - Short-form (text only): SetItemTooltip("Hello"); + // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); } + + // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); } + // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); } + + HelpMarker( + "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n" + "We provide a helper SetItemTooltip() function to perform the two with standards flags."); + + ImVec2 sz = ImVec2(-FLT_MIN, 0.0f); + + ImGui::Button("Basic", sz); + ImGui::SetItemTooltip("I am a tooltip"); + + ImGui::Button("Fancy", sz); + if (ImGui::BeginItemTooltip()) + { + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Always On"); + + // Showcase NOT relying on a IsItemHovered() to emit a tooltip. + // Here the tooltip is always emitted when 'always_on == true'. + static int always_on = 0; + ImGui::RadioButton("Off", &always_on, 0); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Simple)", &always_on, 1); + ImGui::SameLine(); + ImGui::RadioButton("Always On (Advanced)", &always_on, 2); + if (always_on == 1) + ImGui::SetTooltip("I am following you around."); + else if (always_on == 2 && ImGui::BeginTooltip()) + { + ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f)); + ImGui::EndTooltip(); + } + + ImGui::SeparatorText("Custom"); + + HelpMarker( + "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize " + "tooltip activation details across your application. You may however decide to use custom " + "flags for a specific tooltip instance."); + + // The following examples are passed for documentation purpose but may not be useful to most users. + // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used. + // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + ImGui::Button("Manual", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a manually emitted tooltip."); + + ImGui::Button("DelayNone", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone)) + ImGui::SetTooltip("I am a tooltip with no delay."); + + ImGui::Button("DelayShort", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort); + + ImGui::Button("DelayLong", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay)) + ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal); + + ImGui::Button("Stationary", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary)) + ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating."); + + // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav', + // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag. + ImGui::BeginDisabled(); + ImGui::Button("Disabled item", sz); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + ImGui::SetTooltip("I am a a tooltip for a disabled item."); + ImGui::EndDisabled(); + + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsTreeNodes() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsTreeNodes() +{ + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) + { + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict. + // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)', + // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine. + ImGui::PushID(i); + if (ImGui::TreeNode("", "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth)) + { + // Item 2 has an additional inline button to help demonstrate SpanLabelWidth. + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::SameLine(); + ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgetsVerticalSliders() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgetsVerticalSliders() +{ + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Widgets"); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsBasic(); + DemoWindowWidgetsBullets(); + DemoWindowWidgetsCollapsingHeaders(); + DemoWindowWidgetsComboBoxes(); + DemoWindowWidgetsColorAndPickers(); + DemoWindowWidgetsDataTypes(); + + if (disable_all) + ImGui::EndDisabled(); + DemoWindowWidgetsDisableBlocks(demo_data); + if (disable_all) + ImGui::BeginDisabled(); + + DemoWindowWidgetsDragAndDrop(); + DemoWindowWidgetsDragsAndSliders(); + DemoWindowWidgetsImages(); + DemoWindowWidgetsListBoxes(); + DemoWindowWidgetsMultiComponents(); + DemoWindowWidgetsPlotting(); + DemoWindowWidgetsProgressBars(); + DemoWindowWidgetsQueryingStatuses(); + DemoWindowWidgetsSelectables(); + DemoWindowWidgetsSelectionAndMultiSelect(demo_data); + DemoWindowWidgetsTabs(); + DemoWindowWidgetsText(); + DemoWindowWidgetsTextFilter(); + DemoWindowWidgetsTextInput(); + DemoWindowWidgetsTooltips(); + DemoWindowWidgetsTreeNodes(); + DemoWindowWidgetsVerticalSliders(); + + if (disable_all) + ImGui::EndDisabled(); +} + +//----------------------------------------------------------------------------- +// [SECTION] DemoWindowLayout() +//----------------------------------------------------------------------------- + +static void DemoWindowLayout() { IMGUI_DEMO_MARKER("Layout"); if (!ImGui::CollapsingHeader("Layout & Scrolling")) @@ -4800,10 +5108,10 @@ static void ShowDemoWindowLayout() } //----------------------------------------------------------------------------- -// [SECTION] ShowDemoWindowPopups() +// [SECTION] DemoWindowPopups() //----------------------------------------------------------------------------- -static void ShowDemoWindowPopups() +static void DemoWindowPopups() { IMGUI_DEMO_MARKER("Popups"); if (!ImGui::CollapsingHeader("Popups & Modal windows")) @@ -5264,10 +5572,10 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) } //----------------------------------------------------------------------------- -// [SECTION] ShowDemoWindowTables() +// [SECTION] DemoWindowTables() //----------------------------------------------------------------------------- -static void ShowDemoWindowTables() +static void DemoWindowTables() { //ImGui::SetNextItemOpen(true, ImGuiCond_Once); IMGUI_DEMO_MARKER("Tables"); @@ -7164,7 +7472,7 @@ static void ShowDemoWindowTables() ImGui::PopID(); - ShowDemoWindowColumns(); + DemoWindowColumns(); if (disable_indent) ImGui::PopStyleVar(); @@ -7172,7 +7480,7 @@ static void ShowDemoWindowTables() // Demonstrate old/legacy Columns API! // [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] -static void ShowDemoWindowColumns() +static void DemoWindowColumns() { IMGUI_DEMO_MARKER("Columns (legacy API)"); bool open = ImGui::TreeNode("Legacy Columns API"); @@ -7379,10 +7687,10 @@ static void ShowDemoWindowColumns() } //----------------------------------------------------------------------------- -// [SECTION] ShowDemoWindowInputs() +// [SECTION] DemoWindowInputs() //----------------------------------------------------------------------------- -static void ShowDemoWindowInputs() +static void DemoWindowInputs() { IMGUI_DEMO_MARKER("Inputs & Focus"); if (ImGui::CollapsingHeader("Inputs & Focus")) @@ -7571,7 +7879,7 @@ static void ShowDemoWindowInputs() IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); if (ImGui::TreeNode("Mouse Cursors")) { - const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" }; IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGuiMouseCursor current = ImGui::GetMouseCursor(); @@ -7749,6 +8057,9 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); #endif +#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS"); +#endif #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); #endif @@ -7800,6 +8111,12 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef __EMSCRIPTEN__ ImGui::Text("define: __EMSCRIPTEN__"); ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); +#endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); #endif ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); @@ -7810,7 +8127,19 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); @@ -7822,7 +8151,10 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); @@ -7966,10 +8298,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); - ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); - ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 3.0f, "%.0f"); - ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); ImGui::SeparatorText("Rounding"); ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); @@ -7978,6 +8306,14 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + + ImGui::SeparatorText("Tabs"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 3.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); + ImGui::DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.1f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f"); + ImGui::DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.1f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f"); ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::SeparatorText("Tables"); @@ -7985,11 +8321,14 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f); ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SeparatorText("Widgets"); + ImGui::SeparatorText("Windows"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f"); int window_menu_button_position = style.WindowMenuButtonPosition + 1; if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); + + ImGui::SeparatorText("Widgets"); ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); @@ -7999,6 +8338,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f"); ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, 1.0f, "%.0f"); + + ImGui::SeparatorText("Docking"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); ImGui::SeparatorText("Tooltips"); for (int n = 0; n < 2; n++) @@ -8173,7 +8516,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::EndTooltip(); } ImGui::SameLine(); - HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically."); ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); @@ -8204,12 +8547,12 @@ void ImGui::ShowUserGuide() ImGui::BulletText("CTRL+Tab to select a window."); if (io.FontAllowUserScaling) ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); - ImGui::BulletText("While inputing text:\n"); + ImGui::BulletText("While inputting text:\n"); ImGui::Indent(); ImGui::BulletText("CTRL+Left/Right to word jump."); ImGui::BulletText("CTRL+A or double-click to select all."); ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); - ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo."); ImGui::BulletText("ESCAPE to revert."); ImGui::Unindent(); ImGui::BulletText("With keyboard navigation enabled:"); @@ -8245,7 +8588,7 @@ static void ShowExampleAppMainMenuBar() if (ImGui::BeginMenu("Edit")) { if (ImGui::MenuItem("Undo", "CTRL+Z")) {} - if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item ImGui::Separator(); if (ImGui::MenuItem("Cut", "CTRL+X")) {} if (ImGui::MenuItem("Copy", "CTRL+C")) {} @@ -8635,7 +8978,7 @@ struct ExampleAppConsole else { // Multiple matches. Complete as much as we can.. - // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. int match_len = (int)(word_end - word_start); for (;;) { @@ -9254,6 +9597,8 @@ static void ShowExampleAppConstrainedResize(bool* p_open) else { ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } @@ -9280,7 +9625,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) { static int location = 0; ImGuiIO& io = ImGui::GetIO(); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (location >= 0) { const float PAD = 10.0f; @@ -9293,6 +9638,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); window_flags |= ImGuiWindowFlags_NoMove; } else if (location == -2) @@ -9493,7 +9839,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners @@ -9712,6 +10058,134 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImGui::End(); } +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window. +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// About dockspaces: +// - Use DockSpace() to create an explicit dock node _within_ an existing window. +// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. +// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. +// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) +// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. +void ShowExampleAppDockSpace(bool* p_open) +{ + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: + // void ShowExampleAppDockSpace() + // { + // ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport()); + // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + HelpMarker( + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" + "Read comments in ShowExampleAppDockSpace() for more details."); + + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + //----------------------------------------------------------------------------- // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() //----------------------------------------------------------------------------- @@ -9837,11 +10311,25 @@ void ShowExampleAppDocuments(bool* p_open) static ExampleAppDocuments app; // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); - if (!window_contents_visible) + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) { ImGui::End(); return; @@ -9885,6 +10373,12 @@ void ShowExampleAppDocuments(bool* p_open) doc.DoForceClose(); ImGui::PopID(); } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } ImGui::Separator(); @@ -9898,7 +10392,8 @@ void ShowExampleAppDocuments(bool* p_open) // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. - // Submit Tab Bar and Tabs + // Tabs + if (opt_target == Target_Tab) { ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; @@ -9941,6 +10436,53 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::EndTabBar(); } } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } // Display renaming UI if (app.RenamingDoc != NULL) diff --git a/libs/imgui/imgui_draw.cpp b/libs/imgui/imgui_draw.cpp index e426f0e..7c4eaa4 100644 --- a/libs/imgui/imgui_draw.cpp +++ b/libs/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.8 +// dear imgui, v1.91.9b // (drawing and font code) /* @@ -68,6 +68,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type #pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used @@ -143,6 +144,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_fabs(x) ImFabs(x) #define STBTT_ifloor(x) ((int)ImFloor(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_strlen(x) ImStrlen(x) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION #else @@ -222,6 +224,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -285,6 +289,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -349,6 +355,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -374,6 +382,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) ImDrawListSharedData::ImDrawListSharedData() { memset(this, 0, sizeof(*this)); + InitialFringeScale = 1.0f; for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) { const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); @@ -433,7 +442,7 @@ void ImDrawList::_ResetForNewFrame() _Path.resize(0); _Splitter.Clear(); CmdBuffer.push_back(ImDrawCmd()); - _FringeScale = 1.0f; + _FringeScale = _Data->InitialFringeScale; } void ImDrawList::_ClearFreeMemory() @@ -2401,13 +2410,13 @@ ImFontConfig::ImFontConfig() // - ImFontAtlas::AddCustomRectRegular() // - ImFontAtlas::AddCustomRectFontGlyph() // - ImFontAtlas::CalcCustomRectUV() -// - ImFontAtlas::GetMouseCursorTexData() +// - ImFontAtlasGetMouseCursorTexData() // - ImFontAtlas::Build() // - ImFontAtlasBuildMultiplyCalcLookupTable() // - ImFontAtlasBuildMultiplyRectAlpha8() // - ImFontAtlasBuildWithStbTruetype() // - ImFontAtlasGetBuilderForStbTruetype() -// - ImFontAtlasUpdateConfigDataPointers() +// - ImFontAtlasUpdateSourcesPointers() // - ImFontAtlasBuildSetupFont() // - ImFontAtlasBuildPackCustomRects() // - ImFontAtlasBuildRender8bppRectFromString() @@ -2465,6 +2474,8 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor() + { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor() { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; @@ -2484,7 +2495,7 @@ ImFontAtlas::~ImFontAtlas() void ImFontAtlas::ClearInputData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (ImFontConfig& font_cfg : ConfigData) + for (ImFontConfig& font_cfg : Sources) if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) { IM_FREE(font_cfg.FontData); @@ -2493,12 +2504,12 @@ void ImFontAtlas::ClearInputData() // When clearing this we lose access to the font name and other information used to build the font. for (ImFont* font : Fonts) - if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) + if (font->Sources >= Sources.Data && font->Sources < Sources.Data + Sources.Size) { - font->ConfigData = NULL; - font->ConfigDataCount = 0; + font->Sources = NULL; + font->SourcesCount = 0; } - ConfigData.clear(); + Sources.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; // Important: we leave TexReady untouched @@ -2581,8 +2592,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) else IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. - ConfigData.push_back(*font_cfg); - ImFontConfig& new_font_cfg = ConfigData.back(); + Sources.push_back(*font_cfg); + ImFontConfig& new_font_cfg = Sources.back(); if (new_font_cfg.DstFont == NULL) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) @@ -2598,8 +2609,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) // - We may support it better later and remove this rounding. new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); - // Pointers to ConfigData and BuilderData are otherwise dangling - ImFontAtlasUpdateConfigDataPointers(this); + // Pointers to Sources data are otherwise dangling + ImFontAtlasUpdateSourcesPointers(this); // Invalidate texture TexReady = false; @@ -2669,7 +2680,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, { // Store a short copy of filename into into the font name for convenience const char* p; - for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); } return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); @@ -2704,7 +2715,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { - int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4; void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); @@ -2751,24 +2762,24 @@ void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* ou *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); } -bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) { if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) return false; - if (Flags & ImFontAtlasFlags_NoMouseCursors) + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) return false; - IM_ASSERT(PackIdMouseCursors != -1); - ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + IM_ASSERT(atlas->PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; *out_size = size; *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; - out_uv_border[0] = (pos) * TexUvScale; - out_uv_border[1] = (pos + size) * TexUvScale; + out_uv_border[0] = (pos) * atlas->TexUvScale; + out_uv_border[1] = (pos + size) * atlas->TexUvScale; pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - out_uv_fill[0] = (pos) * TexUvScale; - out_uv_fill[1] = (pos + size) * TexUvScale; + out_uv_fill[0] = (pos) * atlas->TexUvScale; + out_uv_fill[1] = (pos + size) * atlas->TexUvScale; return true; } @@ -2777,7 +2788,7 @@ bool ImFontAtlas::Build() IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); // Default font is none are specified - if (ConfigData.Size == 0) + if (Sources.Size == 0) AddFontDefault(); // Select builder @@ -2819,11 +2830,11 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsig *data = table[*data]; } -void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* cfg, int* out_oversample_h, int* out_oversample_v) +void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v) { // Automatically disable horizontal oversampling over size 36 - *out_oversample_h = (cfg->OversampleH != 0) ? cfg->OversampleH : (cfg->SizePixels * cfg->RasterizerDensity > 36.0f || cfg->PixelSnapH) ? 1 : 2; - *out_oversample_v = (cfg->OversampleV != 0) ? cfg->OversampleV : 1; + *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (src->SizePixels * src->RasterizerDensity > 36.0f || src->PixelSnapH) ? 1 : 2; + *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1; } #ifdef IMGUI_ENABLE_STB_TRUETYPE @@ -2866,7 +2877,7 @@ static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { - IM_ASSERT(atlas->ConfigData.Size > 0); + IM_ASSERT(atlas->Sources.Size > 0); ImFontAtlasBuildInit(atlas); @@ -2880,32 +2891,32 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Temporary storage for building ImVector src_tmp_array; ImVector dst_tmp_array; - src_tmp_array.resize(atlas->ConfigData.Size); + src_tmp_array.resize(atlas->Sources.Size); dst_tmp_array.resize(atlas->Fonts.Size); memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + for (int src_i = 0; src_i < atlas->Sources.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + ImFontConfig& src = atlas->Sources[src_i]; + IM_ASSERT(src.DstFont && (!src.DstFont->IsLoaded() || src.DstFont->ContainerAtlas == atlas)); - // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + // Find index from src.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) src_tmp.DstIndex = -1; for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (cfg.DstFont == atlas->Fonts[output_i]) + if (src.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; if (src_tmp.DstIndex == -1) { - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + IM_ASSERT(src_tmp.DstIndex != -1); // src.DstFont not pointing within atlas->Fonts[] array? return false; } // Initialize helper structure for font loading and verify that the TTF/OTF data is correct - const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src.FontData, src.FontNo); IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); - if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)src.FontData, font_offset)) { IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); return false; @@ -2913,7 +2924,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Measure highest codepoints ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + src_tmp.SrcRanges = src.GlyphRanges ? src.GlyphRanges : atlas->GetGlyphRangesDefault(); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) { // Check for valid range. This may also help detect *some* dangling pointers, because a common @@ -2992,12 +3003,12 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) buf_packedchars_out_n += src_tmp.GlyphsCount; // Automatic selection of oversampling parameters - ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontConfig& src = atlas->Sources[src_i]; int oversample_h, oversample_v; - ImFontAtlasBuildGetOversampleFactors(&cfg, &oversample_h, &oversample_v); + ImFontAtlasBuildGetOversampleFactors(&src, &oversample_h, &oversample_v); // Convert our ranges in the format stb_truetype wants - src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; + src_tmp.PackRange.font_size = src.SizePixels * src.RasterizerDensity; src_tmp.PackRange.first_unicode_codepoint_in_range = 0; src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; @@ -3006,7 +3017,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) src_tmp.PackRange.v_oversample = (unsigned char)oversample_v; // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) - const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); + const float scale = (src.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels * src.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -src.SizePixels * src.RasterizerDensity); for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { int x0, y0, x1, y1; @@ -3066,7 +3077,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // 8. Render/rasterize font characters into the texture for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontConfig& src = atlas->Sources[src_i]; ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; @@ -3074,10 +3085,10 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); // Apply multiply operator - if (cfg.RasterizerMultiply != 1.0f) + if (src.RasterizerMultiply != 1.0f) { unsigned char multiply_table[256]; - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, src.RasterizerMultiply); stbrp_rect* r = &src_tmp.Rects[0]; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) if (r->was_packed) @@ -3095,22 +3106,22 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { // When merging fonts with MergeMode=true: // - We can have multiple input fonts writing into a same destination font. - // - dst_font->ConfigData is != from cfg which is our source configuration. + // - dst_font->Sources is != from src which is our source configuration. ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; + ImFontConfig& src = atlas->Sources[src_i]; + ImFont* dst_font = src.DstFont; - const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); const float ascent = ImCeil(unscaled_ascent * font_scale); const float descent = ImFloor(unscaled_descent * font_scale); - ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); - const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + ImFontAtlasBuildSetupFont(atlas, dst_font, &src, ascent, descent); + const float font_off_x = src.GlyphOffset.x; + const float font_off_y = src.GlyphOffset.y + IM_ROUND(dst_font->Ascent); - const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + const float inv_rasterization_scale = 1.0f / src.RasterizerDensity; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { @@ -3124,7 +3135,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) float y0 = q.y0 * inv_rasterization_scale + font_off_y; float x1 = q.x1 * inv_rasterization_scale + font_off_x; float y1 = q.y1 * inv_rasterization_scale + font_off_y; - dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); + dst_font->AddGlyph(&src, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); } } @@ -3144,17 +3155,17 @@ const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() #endif // IMGUI_ENABLE_STB_TRUETYPE -void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas) { - for (ImFontConfig& font_cfg : atlas->ConfigData) + for (ImFontConfig& src : atlas->Sources) { - ImFont* font = font_cfg.DstFont; - if (!font_cfg.MergeMode) + ImFont* font = src.DstFont; + if (!src.MergeMode) { - font->ConfigData = &font_cfg; - font->ConfigDataCount = 0; + font->Sources = &src; + font->SourcesCount = 0; } - font->ConfigDataCount++; + font->SourcesCount++; } } @@ -3164,7 +3175,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f { font->ClearOutputData(); font->FontSize = font_config->SizePixels; - IM_ASSERT(font->ConfigData == font_config); + IM_ASSERT(font->Sources == font_config); font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; @@ -3349,7 +3360,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) if (r->Font == NULL || r->GlyphID == 0) continue; - // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, PixelSnapH IM_ASSERT(r->Font->ContainerAtlas == atlas); ImVec2 uv0, uv1; atlas->CalcCustomRectUV(r, &uv0, &uv1); @@ -3685,21 +3696,8 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) ImFont::ImFont() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - FallbackChar = 0; - EllipsisChar = 0; - EllipsisWidth = EllipsisCharStep = 0.0f; - EllipsisCharCount = 0; - FallbackGlyph = NULL; - ContainerAtlas = NULL; - ConfigData = NULL; - ConfigDataCount = 0; - DirtyLookupTables = false; + memset(this, 0, sizeof(*this)); Scale = 1.0f; - Ascent = Descent = 0.0f; - MetricsTotalSurface = 0; - memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); } ImFont::~ImFont() @@ -3770,8 +3768,10 @@ void ImFont::BuildLookupTable() } // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) - SetGlyphVisible((ImWchar)' ', false); - SetGlyphVisible((ImWchar)'\t', false); + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)' ')) + glyph->Visible = false; + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)'\t')) + glyph->Visible = false; // Setup Fallback character const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; @@ -3794,7 +3794,7 @@ void ImFont::BuildLookupTable() // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. - const ImWchar ellipsis_chars[] = { ConfigData->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar ellipsis_chars[] = { Sources->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; if (EllipsisChar == 0) EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); @@ -3827,12 +3827,6 @@ bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) return true; } -void ImFont::SetGlyphVisible(ImWchar c, bool visible) -{ - if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) - glyph->Visible = visible ? 1 : 0; -} - void ImFont::GrowIndex(int new_size) { IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); @@ -3844,27 +3838,27 @@ void ImFont::GrowIndex(int new_size) // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. -void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +// 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* src, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) { - if (cfg != NULL) + if (src != NULL) { // Clamp & recenter if needed const float advance_x_original = advance_x; - advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX, src->GlyphMaxAdvanceX); if (advance_x != advance_x_original) { - float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; x0 += char_off_x; x1 += char_off_x; } // Snap to pixel - if (cfg->PixelSnapH) + if (src->PixelSnapH) advance_x = IM_ROUND(advance_x); - // Bake spacing - advance_x += cfg->GlyphExtraSpacing.x; + // Bake extra spacing + advance_x += src->GlyphExtraAdvanceX; } int glyph_idx = Glyphs.Size; @@ -3907,7 +3901,7 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) } // Find glyph, return fallback if missing -const ImFontGlyph* ImFont::FindGlyph(ImWchar c) +ImFontGlyph* ImFont::FindGlyph(ImWchar c) { if (c >= (size_t)IndexLookup.Size) return FallbackGlyph; @@ -3917,7 +3911,7 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) return &Glyphs.Data[i]; } -const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) +ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) { if (c >= (size_t)IndexLookup.Size) return NULL; @@ -4043,7 +4037,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) { if (!text_end) - text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this. const float line_height = size; const float scale = size / FontSize; @@ -4143,7 +4137,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im return; 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 + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. const float scale = size / FontSize; const float line_height = FontSize * scale; @@ -4155,7 +4149,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im if (y + line_height < clip_rect.y) while (y + line_height < clip_rect.y && s < text_end) { - const char* line_end = (const char*)memchr(s, '\n', text_end - s); + const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s); if (word_wrap_enabled) { // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). @@ -4179,7 +4173,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im float y_end = y; while (y_end < clip_rect.w && s_end < text_end) { - s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end); s_end = s_end ? s_end + 1 : text_end; y_end += line_height; } @@ -4327,6 +4321,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im // - RenderArrow() // - RenderBullet() // - RenderCheckMark() +// - RenderArrowDockMenu() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() // - RenderRectFilledWithHole() @@ -4401,6 +4396,14 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half } } +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + static inline float ImAcos01(float x) { if (x <= 0.0f) return IM_PI * 0.5f; @@ -4486,6 +4489,17 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); } +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + // Helper for ColorPicker4() // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. diff --git a/libs/imgui/imgui_internal.h b/libs/imgui/imgui_internal.h index af52d0f..0f106d4 100644 --- a/libs/imgui/imgui_internal.h +++ b/libs/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.91.8 +// dear imgui, v1.91.9b // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -14,6 +14,7 @@ Index of this file: // [SECTION] Macros // [SECTION] Generic helpers // [SECTION] ImDrawList support +// [SECTION] Style support // [SECTION] Data types support // [SECTION] Widgets support: flags, enums, data structures // [SECTION] Popup support @@ -145,9 +146,12 @@ struct ImGuiBoxSelectState; // Box-selection state (currently used by mu struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiContext; // Main Dear ImGui context struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine -struct ImGuiDataVarInfo; // Variable information (e.g. to access style variables from an enum) struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box @@ -166,6 +170,7 @@ struct ImGuiOldColumns; // Storage data for a columns set for legacy struct ImGuiPopupData; // Storage for current popup stack struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiStyleVarInfo; // Style variable information (e.g. to access style variables from an enum) struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table @@ -179,12 +184,14 @@ struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Enumerations // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical // Flags @@ -218,6 +225,9 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer // [SECTION] Macros //----------------------------------------------------------------------------- +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + // Debug Printing Into TTY // (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) #ifndef IMGUI_DEBUG_PRINTF @@ -239,6 +249,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") @@ -366,11 +378,14 @@ static inline void ImQsort(void* base, size_t count, size_t size_of_element IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation -static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } -static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } -static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } +static inline unsigned int ImCountSetBits(unsigned int v) { unsigned int count = 0; while (v > 0) { v = v & (v - 1); count++; } return count; } // Helpers: String +#define ImStrlen strlen +#define ImMemchr memchr IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). @@ -786,8 +801,9 @@ struct IMGUI_API ImDrawListSharedData float FontScale; // Current/default font scale (== FontSize / Font->FontSize) float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc - ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + float InitialFringeScale; // Initial scale to apply to AA fringe ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImVector TempBuffer; // Temporary write buffer // Lookup tables @@ -808,17 +824,38 @@ struct ImDrawDataBuilder }; //----------------------------------------------------------------------------- -// [SECTION] Data types support +// [SECTION] Style support //----------------------------------------------------------------------------- -struct ImGuiDataVarInfo +struct ImGuiStyleVarInfo { - ImGuiDataType Type; - ImU32 Count; // 1+ - ImU32 Offset; // Offset in parent structure + ImU32 Count : 8; // 1+ + ImGuiDataType DataType : 8; + ImU32 Offset : 16; // Offset in parent structure void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } }; +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + struct ImGuiDataTypeStorage { ImU8 Data[8]; // Opaque storage to fit any data up to ImGuiDataType_COUNT @@ -836,7 +873,7 @@ struct ImGuiDataTypeInfo // Extend ImGuiDataType_ enum ImGuiDataTypePrivate_ { - ImGuiDataType_Pointer = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer = ImGuiDataType_COUNT, ImGuiDataType_ID, }; @@ -900,7 +937,7 @@ enum ImGuiItemStatusFlags_ enum ImGuiHoveredFlagsPrivate_ { ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, - ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, }; @@ -1037,23 +1074,6 @@ enum ImGuiPlotType ImGuiPlotType_Histogram, }; -// Stacked color modifier, backup of modified data so we can restore it -struct ImGuiColorMod -{ - ImGuiCol Col; - ImVec4 BackupValue; -}; - -// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. -struct ImGuiStyleMod -{ - ImGuiStyleVar VarIdx; - union { int BackupInt[2]; float BackupFloat[2]; }; - ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } - ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } -}; - // Storage data for BeginComboPreview()/EndComboPreview() struct IMGUI_API ImGuiComboPreviewData { @@ -1194,33 +1214,45 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasFocus = 1 << 5, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, ImGuiNextWindowDataFlags_HasScroll = 1 << 7, - ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, - ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 9, + ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, + ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, + ImGuiNextWindowDataFlags_HasViewport = 1 << 11, + ImGuiNextWindowDataFlags_HasDock = 1 << 12, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13, }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiNextWindowDataFlags Flags; + ImGuiNextWindowDataFlags HasFlags; + + // Members below are NOT cleared. Always rely on HasFlags. ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond CollapsedCond; + ImGuiCond DockCond; ImVec2 PosVal; ImVec2 PosPivotVal; ImVec2 SizeVal; ImVec2 ContentSizeVal; ImVec2 ScrollVal; + ImGuiWindowFlags WindowFlags; // Only honored by BeginTable() ImGuiChildFlags ChildFlags; + bool PosUndock; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) ImGuiWindowRefreshFlags RefreshFlagsVal; ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } + inline void ClearFlags() { HasFlags = ImGuiNextWindowDataFlags_None; } }; enum ImGuiNextItemDataFlags_ @@ -1237,7 +1269,8 @@ struct ImGuiNextItemData { ImGuiNextItemDataFlags HasFlags; // Called HasFlags instead of Flags to avoid mistaking this ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData. - // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + + // Members below are NOT cleared by ItemAdd() meaning they are still valid during e.g. NavProcessItem(). Always rely on HasFlags. ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData() ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) float Width; // Set by SetNextItemWidth() @@ -1305,6 +1338,7 @@ struct ImGuiWindowStackData ImGuiLastItemData ParentLastItemDataBackup; ImGuiErrorRecoveryState StackSizesInBegin; // Store size of various stacks for asserting bool DisabledOverrideReenable; // Non-child window override disabled flag + float DisabledOverrideReenableAlphaBackup; }; struct ImGuiShrinkWidthItem @@ -1393,6 +1427,7 @@ enum ImGuiInputEventType ImGuiInputEventType_MousePos, ImGuiInputEventType_MouseWheel, ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, ImGuiInputEventType_Key, ImGuiInputEventType_Text, ImGuiInputEventType_Focus, @@ -1413,6 +1448,7 @@ enum ImGuiInputSource struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; struct ImGuiInputEventText { unsigned int Char; }; struct ImGuiInputEventAppFocused { bool Focused; }; @@ -1427,6 +1463,7 @@ struct ImGuiInputEvent ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus @@ -1820,8 +1857,155 @@ struct IMGUI_API ImGuiMultiSelectState // [SECTION] Docking support //----------------------------------------------------------------------------- +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + #ifdef IMGUI_HAS_DOCK -// + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + #endif // #ifdef IMGUI_HAS_DOCK //----------------------------------------------------------------------------- @@ -1832,10 +2016,24 @@ struct IMGUI_API ImGuiMultiSelectState // Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport { + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; // Per-viewport work area // - Insets are >= 0.0f values, distance from viewport corners to work area. @@ -1846,8 +2044,9 @@ struct ImGuiViewportP : public ImGuiViewport ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset ImVec2 BuildWorkInsetMax; // " - ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; } - ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } @@ -1870,14 +2069,19 @@ struct ImGuiViewportP : public ImGuiViewport struct ImGuiWindowSettings { ImGuiID ID; - ImVec2ih Pos; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; bool IsChild; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) bool WantDelete; // Set to invalidate/delete the settings entry - ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } char* GetName() { return (char*)(this + 1); } }; @@ -1913,6 +2117,9 @@ enum ImGuiLocKey : int ImGuiLocKey_WindowingUntitled, ImGuiLocKey_OpenLink_s, ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, ImGuiLocKey_COUNT }; @@ -1957,8 +2164,8 @@ enum ImGuiDebugLogFlags_ ImGuiDebugLogFlags_EventIO = 1 << 7, ImGuiDebugLogFlags_EventFont = 1 << 8, ImGuiDebugLogFlags_EventInputRouting = 1 << 9, - ImGuiDebugLogFlags_EventDocking = 1 << 10, // Unused in this branch - ImGuiDebugLogFlags_EventViewport = 1 << 11, // Unused in this branch + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY @@ -1992,7 +2199,7 @@ struct ImGuiMetricsConfig bool ShowDrawCmdMesh = true; bool ShowDrawCmdBoundingBoxes = true; bool ShowTextEncodingViewer = false; - bool ShowAtlasTintedWithTextColor = false; + bool ShowDockingNodes = false; int ShowWindowsRectsType = -1; int ShowTablesRectsType = -1; int HighlightMonitorIdx = -1; @@ -2019,6 +2226,7 @@ struct ImGuiIDStackTool ImVector Results; bool CopyToClipboardOnCtrlC; float CopyToClipboardLastTime; + ImGuiTextBuffer ResultPathBuf; ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } }; @@ -2052,15 +2260,18 @@ struct ImGuiContext ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. float FontScale; // == FontSize / Font->FontSize - float CurrentDpiScale; // Current window/viewport DpiScale + float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale ImDrawListSharedData DrawListSharedData; double Time; int FrameCount; int FrameCountEnded; + int FrameCountPlatformEnded; int FrameCountRendered; ImGuiID WithinEndChildID; // Set within EndChild() bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() @@ -2083,13 +2294,13 @@ struct ImGuiContext ImVector CurrentWindowStack; ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame - ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING). + float WindowsBorderHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, style.WindowBorderHoverPadding). This isn't so multi-dpi friendly. ImGuiID DebugBreakInWindow; // Set to break in Begin() call. ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL @@ -2166,7 +2377,16 @@ struct ImGuiContext ImVectorTreeNodeStack; // Stack for TreeNode() // Viewports - ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter // Keyboard/Gamepad Navigation bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. @@ -2336,6 +2556,12 @@ struct ImGuiContext // Platform support ImGuiPlatformImeData PlatformImeData; // Data updated by current frame ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. + ImGuiID PlatformImeViewport; + + // Extensions + // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); // Settings bool SettingsLoaded; @@ -2394,6 +2620,7 @@ struct ImGuiContext ImGuiMetricsConfig DebugMetricsConfig; ImGuiIDStackTool DebugIDStackTool; ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. // Misc float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. @@ -2456,8 +2683,12 @@ struct IMGUI_API ImGuiWindowTempData ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() ImU32 ModalDimBgColor; + + // Status flags ImGuiItemStatusFlags WindowItemStatusFlags; ImGuiItemStatusFlags ChildItemStatusFlags; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. @@ -2473,9 +2704,13 @@ struct IMGUI_API ImGuiWindow ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) - ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed @@ -2491,6 +2726,7 @@ struct IMGUI_API ImGuiWindow float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImVec2 Scroll; @@ -2500,6 +2736,9 @@ struct IMGUI_API ImGuiWindow ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized? + ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops + bool ViewportOwned; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window @@ -2529,6 +2768,7 @@ struct IMGUI_API ImGuiWindow ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. @@ -2548,12 +2788,14 @@ struct IMGUI_API ImGuiWindow ImVec2ih HitTestHoleOffset; int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() float FontWindowScaleParents; + float FontDpiScale; float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window. int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) @@ -2563,6 +2805,7 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* ParentWindowInBeginStack; ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) @@ -2577,6 +2820,17 @@ struct IMGUI_API ImGuiWindow int MemoryDrawListVtxCapacity; bool MemoryCompacted; // Set when window extraneous data have been garbage collected + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); @@ -2589,7 +2843,7 @@ public: // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontBaseSize * FontWindowScale * FontWindowScaleParents; } + float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontBaseSize * FontWindowScale * FontDpiScale * FontWindowScaleParents; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } }; @@ -2613,14 +2867,15 @@ enum ImGuiTabItemFlagsPrivate_ ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading - //ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. + ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. }; -// Storage for one active tab item (sizeof() 40 bytes) +// Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance float Offset; // Position relative to beginning of tab @@ -2787,7 +3042,7 @@ struct IMGUI_API ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; - void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[], and RowCellData[] ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] ImSpan Columns; // Point within RawData[] ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) @@ -2801,7 +3056,7 @@ struct IMGUI_API ImGuiTable int ColumnsCount; // Number of columns declared in BeginTable() int CurrentRow; int CurrentColumn; - ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple tables with the same ID are multiple tables, they are just synced. ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with float RowPosY1; float RowPosY2; @@ -2833,7 +3088,7 @@ struct IMGUI_API ImGuiTable float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). - ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is " ImRect WorkRect; ImRect InnerClipRect; ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries @@ -2930,7 +3185,7 @@ struct IMGUI_API ImGuiTableTempData ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; -// sizeof() ~ 12 +// sizeof() ~ 16 struct ImGuiTableColumnSettings { float WidthOrWeight; @@ -2939,7 +3194,7 @@ struct ImGuiTableColumnSettings ImGuiTableColumnIdx DisplayOrder; ImGuiTableColumnIdx SortOrder; ImU8 SortDirection : 2; - ImU8 IsEnabled : 1; // "Visible" in ini file + ImS8 IsEnabled : 2; // "Visible" in ini file ImU8 IsStretch : 1; ImGuiTableColumnSettings() @@ -2949,7 +3204,7 @@ struct ImGuiTableColumnSettings Index = -1; DisplayOrder = SortOrder = -1; SortDirection = ImGuiSortDirection_None; - IsEnabled = 1; + IsEnabled = -1; IsStretch = 0; } }; @@ -2980,7 +3235,8 @@ namespace ImGui // If this ever crashes because g.CurrentWindow is NULL, it means that either: // - ImGui::NewFrame() has never been called, which is illegal. // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. - IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx); + IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx); + IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx); inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); @@ -2988,7 +3244,7 @@ namespace ImGui IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); - IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); @@ -2997,7 +3253,7 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); - inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } @@ -3020,9 +3276,7 @@ namespace ImGui IMGUI_API void SetCurrentFont(ImFont* font); inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } IMGUI_API void PushPasswordFont(); - inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. - IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); // Init @@ -3034,6 +3288,7 @@ namespace ImGui IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); @@ -3043,8 +3298,13 @@ namespace ImGui IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); // Settings IMGUI_API void MarkIniSettingsDirty(); @@ -3108,7 +3368,7 @@ namespace ImGui IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Parameter stacks (shared) - IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); + IMGUI_API const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); IMGUI_API void BeginDisabledOverrideReenable(); IMGUI_API void EndDisabledOverrideReenable(); @@ -3123,6 +3383,7 @@ namespace ImGui // Popups, Modals IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags); IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); @@ -3259,6 +3520,61 @@ namespace ImGui IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + // [EXPERIMENTAL] Focus Scope // This is generally used to identify a unique input location (for e.g. a selection set) // There is one per window (automatically set in Begin), but: @@ -3371,9 +3687,11 @@ namespace ImGui IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); @@ -3411,8 +3729,10 @@ namespace ImGui IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); @@ -3426,7 +3746,7 @@ namespace ImGui // Widgets: Window Decorations IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); - IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); @@ -3474,6 +3794,7 @@ namespace ImGui inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); + inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -3518,6 +3839,7 @@ namespace ImGui IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); @@ -3534,6 +3856,7 @@ namespace ImGui IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); @@ -3569,16 +3892,18 @@ struct ImFontBuilderIO #ifdef IMGUI_ENABLE_STB_TRUETYPE IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); #endif -IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); -IMGUI_API void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* cfg, int* out_oversample_h, int* out_oversample_v); +IMGUI_API void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v); + +IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); //----------------------------------------------------------------------------- // [SECTION] Test Engine specific hooks (imgui_test_engine) diff --git a/libs/imgui/imgui_tables.cpp b/libs/imgui/imgui_tables.cpp index e7a3b8e..c98aea2 100644 --- a/libs/imgui/imgui_tables.cpp +++ b/libs/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.8 +// dear imgui, v1.91b // (tables and columns code) /* @@ -221,6 +221,7 @@ Index of this file: #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 "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 @@ -230,6 +231,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe @@ -340,6 +342,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG { ItemSize(outer_rect); ItemAdd(outer_rect, id); + g.NextWindowData.ClearFlags(); return false; } @@ -415,12 +418,15 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Reset scroll if we are reactivating it if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0) SetNextWindowScroll(ImVec2(0.0f, 0.0f)); // Create scrolling region (without border and zero window padding) - ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; - BeginChildEx(name, instance_id, outer_rect.GetSize(), ImGuiChildFlags_None, child_window_flags); + ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None; + ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None; + if (flags & ImGuiTableFlags_ScrollX) + child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar; + BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags); table->InnerWindow = g.CurrentWindow; table->WorkRect = table->InnerWindow->WorkRect; table->OuterRect = table->InnerWindow->Rect(); @@ -573,6 +579,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Initialize table->SettingsOffset = -1; table->IsSortSpecsDirty = true; + table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934) table->InstanceInteracted = -1; table->ContextPopupColumn = -1; table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; @@ -972,7 +979,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - 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_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced 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; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; @@ -1385,7 +1392,7 @@ void ImGui::EndTable() // Setup inner scrolling range // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, - // but since the later is likely to be impossible to do we'd rather update both axises together. + // but since the later is likely to be impossible to do we'd rather update both axes together. if (table->Flags & ImGuiTableFlags_ScrollX) { const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; @@ -1560,6 +1567,31 @@ void ImGui::EndTable() NavUpdateCurrentWindowIsScrollPushableX(); } +// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings. +// 'init_mask' specify which fields to initialize. +static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask) +{ + ImGuiTableColumnFlags flags = column->Flags; + if (init_mask & ImGuiTableFlags_Resizable) + { + float init_width_or_weight = column->InitStretchWeightOrWidth; + column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f; + if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified + column->AutoFitQueue = 0x00; + } + if (init_mask & ImGuiTableFlags_Reorderable) + column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column); + if (init_mask & ImGuiTableFlags_Hideable) + column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1; + if (init_mask & ImGuiTableFlags_Sortable) + { + // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1; + column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None; + } +} + // See "COLUMNS SIZING POLICIES" comments at the top of this file // If (init_width_or_weight <= 0.0f) it is ignored void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) @@ -1588,7 +1620,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); // When passing a width automatically enforce WidthFixed policy - // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable) if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; @@ -1606,27 +1638,10 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo column->InitStretchWeightOrWidth = init_width_or_weight; if (table->IsInitializing) { - // Init width or weight + ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags; if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) - { - if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) - column->WidthRequest = init_width_or_weight; - if (flags & ImGuiTableColumnFlags_WidthStretch) - column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; - - // Disable auto-fit if an explicit width/weight has been specified - if (init_width_or_weight > 0.0f) - column->AutoFitQueue = 0x00; - } - - // Init default visibility/sort state - if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) - column->IsUserEnabled = column->IsUserEnabledNextFrame = false; - if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) - { - column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. - column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); - } + init_flags |= ImGuiTableFlags_Resizable; + TableInitColumnDefaults(table, column, init_flags); } // Store name (append with zero-terminator in contiguous buffer) @@ -1635,7 +1650,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo if (label != NULL && label[0] != 0) { column->NameOffset = (ImS16)table->ColumnsNames.size(); - table->ColumnsNames.append(label, label + strlen(label) + 1); + table->ColumnsNames.append(label, label + ImStrlen(label) + 1); } } @@ -2101,7 +2116,11 @@ bool ImGui::TableSetColumnIndex(int column_n) { if (table->CurrentColumn != -1) TableEndCell(table); - IM_ASSERT(column_n >= 0 && table->ColumnsCount); + if ((column_n >= 0 && column_n < table->ColumnsCount) == false) + { + IM_ASSERT_USER_ERROR(column_n >= 0 && column_n < table->ColumnsCount, "TableSetColumnIndex() invalid column index!"); + return false; + } TableBeginCell(table, column_n); } @@ -3714,6 +3733,14 @@ void ImGui::TableLoadSettings(ImGuiTable* table) table->SettingsLoadedFlags = settings->SaveFlags; table->RefScale = settings->RefScale; + // Initialize default columns settings + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + TableInitColumnDefaults(table, column, ~0); + column->AutoFitQueue = 0x00; + } + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); ImU64 display_order_mask = 0; @@ -3730,14 +3757,12 @@ void ImGui::TableLoadSettings(ImGuiTable* table) column->StretchWeight = column_settings->WidthOrWeight; else column->WidthRequest = column_settings->WidthOrWeight; - column->AutoFitQueue = 0x00; } if (settings->SaveFlags & ImGuiTableFlags_Reorderable) column->DisplayOrder = column_settings->DisplayOrder; - else - column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; - column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1) + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } @@ -3833,8 +3858,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; - if (!save_size && !save_visible && !save_order && !save_sort) - continue; + // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings". buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); diff --git a/libs/imgui/imgui_widgets.cpp b/libs/imgui/imgui_widgets.cpp index 1e4297f..45428e7 100644 --- a/libs/imgui/imgui_widgets.cpp +++ b/libs/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.8 +// dear imgui, v1.91b // (widgets code) /* @@ -70,6 +70,7 @@ Index of this file: #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 "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int' #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. @@ -80,6 +81,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type +#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe @@ -169,7 +171,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) // Calculate length const char* text_begin = text; if (text_end == NULL) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + ImStrlen(text); // FIXME-OPT const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; @@ -209,7 +211,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) int lines_skipped = 0; while (line < text_end && lines_skipped < lines_skippable) { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) @@ -230,7 +232,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) if (IsClippedEx(line_rect, 0)) break; - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); @@ -245,7 +247,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) int lines_skipped = 0; while (line < text_end) { - const char* line_end = (const char*)memchr(line, '\n', text_end - line); + const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line); if (!line_end) line_end = text_end; if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) @@ -516,7 +518,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; if (flatten_hovered_children) g.HoveredWindow = window; @@ -874,7 +876,8 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) return pressed; } -bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -887,16 +890,21 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) return pressed; // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); if (hovered || held) window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); - RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) - StartMouseMovingWindow(window); + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button return pressed; } @@ -913,7 +921,7 @@ ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) const ImRect outer_rect = window->Rect(); const ImRect inner_rect = window->InnerRect; const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) - IM_ASSERT(scrollbar_size > 0.0f); + IM_ASSERT(scrollbar_size >= 0.0f); const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f); const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f; if (axis == ImGuiAxis_X) @@ -971,8 +979,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) float alpha = 1.0f; - if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) - alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width) + alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f)); if (alpha <= 0.0f) return false; @@ -989,7 +997,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // But we maintain a minimum size in pixel to allow for the user to still aim inside. IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1); - const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). @@ -1061,25 +1070,45 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +void ImGui::ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; - const ImVec2 padding(border_size, border_size); + const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, 0)) return; // Render - if (border_size > 0.0f) - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + if (g.Style.ImageBorderSize > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None, g.Style.ImageBorderSize); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); } +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) +{ + ImageWithBg(user_texture_id, image_size, uv0, uv1); +} + +// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiContext& g = *GImGui; + PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f + PushStyleColor(ImGuiCol_Border, border_col); + ImageWithBg(user_texture_id, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); + PopStyleColor(); + PopStyleVar(); +} +#endif + bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; @@ -1423,7 +1452,7 @@ bool ImGui::TextLink(const char* label) const ImGuiID id = window->GetID(label); const char* label_end = FindRenderedTextEnd(label); - ImVec2 pos = window->DC.CursorPos; + ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); ImVec2 size = CalcTextSize(label, label_end, true); ImRect bb(pos, pos + size); ItemSize(size, 0.0f); @@ -1640,7 +1669,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end const float separator_thickness = style.SeparatorTextBorderSize; const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); - const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); ItemSize(min_size, text_baseline_y); if (!ItemAdd(bb, id)) return; @@ -1828,7 +1857,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags; g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; @@ -1897,7 +1926,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF if (!popup_open) return false; - g.NextWindowData.Flags = backup_next_window_data_flags; + g.NextWindowData.HasFlags = backup_next_window_data_flags; return BeginComboPopup(popup_id, bb, flags); } @@ -1912,7 +1941,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // Set popup size float w = bb.GetWidth(); - if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint) { g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } @@ -1926,9 +1955,9 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size constraint_min.x = w; - if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); SetNextWindowSizeConstraints(constraint_min, constraint_max); } @@ -2043,7 +2072,7 @@ static const char* Items_SingleStringGetter(void* data, int idx) { if (idx == items_count) break; - p += strlen(p) + 1; + p += ImStrlen(p) + 1; items_count++; } return *p ? p : NULL; @@ -2060,7 +2089,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(vo preview_value = getter(user_data, *current_item); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. - if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)) SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) @@ -2111,7 +2140,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open while (*p) { - p += strlen(p) + 1; + p += ImStrlen(p) + 1; items_count++; } bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); @@ -2621,7 +2650,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL-clicking on Drag turns it into an InputText + // Tabbing or CTRL+click on Drag turns it into an InputText const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); const bool make_active = (clicked || double_clicked || g.NavActivateId == id); @@ -3225,7 +3254,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL-clicking on Slider turns it into an input box + // Tabbing or CTRL+click on Slider turns it into an input box const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); const bool make_active = (clicked || g.NavActivateId == id); if (make_active && clicked) @@ -3878,7 +3907,7 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** line_count++; if (s_eol == NULL) { - s = s + strlen(s); + s = s + ImStrlen(s); break; } s = s_eol + 1; @@ -4166,7 +4195,7 @@ void ImGuiInputTextState::OnCharPressed(unsigned int c) // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great. char utf8[5]; ImTextCharToUtf8(utf8, c); - stb_textedit_text(this, Stb, utf8, (int)strlen(utf8)); + stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8)); CursorFollow = true; CursorAnimReset(); } @@ -4217,7 +4246,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons // Grow internal buffer if needed const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); if (new_text_len + BufTextLen >= BufSize) { if (!is_resizable) @@ -4251,7 +4280,7 @@ void ImGui::PushPasswordFont() ImGuiContext& g = *GImGui; ImFont* in_font = g.Font; ImFont* out_font = &g.InputTextPasswordFont; - const ImFontGlyph* glyph = in_font->FindGlyph('*'); + ImFontGlyph* glyph = in_font->FindGlyph('*'); out_font->FontSize = in_font->FontSize; out_font->Scale = in_font->Scale; out_font->Ascent = in_font->Ascent; @@ -4273,7 +4302,13 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im if (c < 0x20) { bool pass = false; - pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space + { + c = *p_char = ' '; + pass = true; + } + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; if (!pass) return false; @@ -4539,7 +4574,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool init_state = (init_make_active || user_scroll_active); if (init_reload_from_user_buf) { - int new_len = (int)strlen(buf); + int new_len = (int)ImStrlen(buf); IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); state->WantReloadUserBuf = false; InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len); @@ -4561,7 +4596,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Take a copy of the initial buffer value. // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) - const int buf_len = (int)strlen(buf); + const int buf_len = (int)ImStrlen(buf); IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?"); state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. memcpy(state->TextToRevertTo.Data, buf, buf_len + 1); @@ -4646,7 +4681,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Read-only mode always ever read from source buffer. Refresh TextLen when active. if (is_readonly && state != NULL) - state->TextLen = (int)strlen(buf); + state->TextLen = (int)ImStrlen(buf); //if (is_readonly && state != NULL) // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. } @@ -4669,7 +4704,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Select the buffer to render. const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; - const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph if (is_password && !is_displaying_hint) @@ -4803,14 +4838,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText) // Otherwise we could simply assume that we own the keys as we are active. const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection()); const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly; const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; - const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id))) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable; const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id); // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. @@ -4925,7 +4960,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (const char* clipboard = GetClipboardText()) { // Filter pasted buffer - const int clipboard_len = (int)strlen(clipboard); + const int clipboard_len = (int)ImStrlen(clipboard); ImVector clipboard_filtered; clipboard_filtered.reserve(clipboard_len + 1); for (const char* s = clipboard; *s != 0; ) @@ -4937,7 +4972,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ continue; char c_utf8[5]; ImTextCharToUtf8(c_utf8, c); - int out_len = (int)strlen(c_utf8); + int out_len = (int)ImStrlen(c_utf8); clipboard_filtered.resize(clipboard_filtered.Size + out_len); memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len); } @@ -5067,7 +5102,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (buf_dirty) { // Callback may update buffer and thus set buf_dirty even in read-only mode. - IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen); state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() state->CursorAnimReset(); @@ -5151,10 +5186,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int buf_display_max_length = 2 * 1024 * 1024; const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 const char* buf_display_end = NULL; // We have specialized paths below for setting the length + + // Display hint when contents is empty + // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368) + const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + if (new_is_displaying_hint != is_displaying_hint) + { + if (is_password && !is_displaying_hint) + PopFont(); + is_displaying_hint = new_is_displaying_hint; + if (is_password && !is_displaying_hint) + PushPasswordFont(); + } if (is_displaying_hint) { buf_display = hint; - buf_display_end = hint + strlen(hint); + buf_display_end = hint + ImStrlen(hint); } // Render text. We currently only render selection when the widget is active or while scrolling. @@ -5187,7 +5234,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ int line_count = 1; if (is_multiline) { - for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) + for (const char* s = text_begin; (s = (const char*)ImMemchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) { if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } @@ -5265,7 +5312,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ break; if (rect_pos.y < clip_rect.y) { - p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = (const char*)ImMemchr((void*)p, '\n', text_selected_end - p); p = p ? p + 1 : text_selected_end; } else @@ -5306,6 +5353,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ g.PlatformImeData.WantVisible = true; g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; } } } @@ -5317,7 +5365,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->TextLen; else if (!is_displaying_hint) - buf_display_end = buf_display + strlen(buf_display); + buf_display_end = buf_display + ImStrlen(buf_display); if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { @@ -5462,7 +5510,7 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL+Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -6166,7 +6214,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (g.Style.FrameBorderSize > 0.0f) RenderFrameBorder(bb.Min, bb.Max, rounding); else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border } // Drag and Drop Source @@ -7088,7 +7136,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns. if (is_visible) - RenderTextClipped(pos, ImVec2(window->WorkRect.Max.x, pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb); + RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb); // Automatically close popups if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups)) @@ -7151,7 +7199,7 @@ ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags f // Append to buffer const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; - int buffer_len = (int)strlen(data->SearchBuffer); + int buffer_len = (int)ImStrlen(data->SearchBuffer); bool select_request = false; for (ImWchar w : g.IO.InputQueueCharacters) { @@ -8634,9 +8682,10 @@ bool ImGui::BeginMenuBar() // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. - const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f); + const float border_top = ImMax(IM_ROUND(window->WindowBorderSize * 0.5f - window->TitleBarHeight), 0.0f); + const float border_half = IM_ROUND(window->WindowBorderSize * 0.5f); ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))), IM_ROUND(bar_rect.Max.y)); + ImRect clip_rect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, border_half))), ImFloor(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -8712,10 +8761,10 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im IM_ASSERT(dir != ImGuiDir_None); ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); if (bar_window == NULL || bar_window->BeginCount == 0) { // Calculate and set window size/position - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); ImRect avail_rect = viewport->GetBuildWorkRect(); ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; ImVec2 pos = avail_rect.Min; @@ -8733,7 +8782,8 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im viewport->BuildWorkInsetMax[axis] += axis_size; } - window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint bool is_open = Begin(name, NULL, window_flags); @@ -8747,6 +8797,9 @@ bool ImGui::BeginMainMenuBar() ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. @@ -8808,7 +8861,7 @@ static bool IsRootOfOpenMenuSet() const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) return false; - return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true); + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); } bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) @@ -8834,7 +8887,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) - menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; @@ -8865,7 +8918,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { - // Menu inside an horizontal menu bar + // Menu inside a horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); @@ -8996,7 +9049,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) ImGuiLastItemData last_item_in_parent = g.LastItemData; SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding - menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display) PopStyleVar(); if (menu_is_open) { @@ -9150,8 +9203,10 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, // - TabBarCalcMaxTabWidth() [Internal] // - TabBarFindTabById() [Internal] // - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] // - TabBarGetCurrentTab() [Internal] // - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] // - TabBarScrollClamp() [Internal] @@ -9273,7 +9328,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); tab_bar->TabsAddedNew = false; // Flags @@ -9555,6 +9611,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + // Apply request requests if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); @@ -9600,11 +9660,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { - IM_ASSERT(docked_window == NULL); // master branch only - IM_UNUSED(docked_window); - if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + if (docked_window != NULL) { - ImGuiID id = ImHashStr(label); + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; KeepAliveID(id); return id; } @@ -9638,6 +9698,20 @@ ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) return &tab_bar->Tabs[order]; } +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) { if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) @@ -9647,12 +9721,35 @@ ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { + if (tab->Window) + return tab->Window->Name; if (tab->NameOffset == -1) return "N/A"; IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); return tab_bar->TabsNames.Buf.Data + tab->NameOffset; } +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + // The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { @@ -10069,16 +10166,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; + tab->Window = docked_window; // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) if (docked_window != NULL) { - IM_ASSERT(docked_window == NULL); // master branch only + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; } else { tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); + tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1); } // Update selected tab @@ -10098,7 +10198,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->VisibleTabWasSubmitted = true; // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches - if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) tab_contents_visible = true; @@ -10146,9 +10246,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - // Allow the close button to overlap ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); - if (g.DragDropActive) + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held, pressed; if (flags & ImGuiTabItemFlags_Invisible) @@ -10158,21 +10257,74 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (pressed && !is_tab_button) TabBarQueueFocus(tab_bar, tab); - // Drag and drop: re-order tabs - if (held && !tab_appearing && IsMouseDragging(0)) + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) { - if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) { // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } } #if 0 @@ -10221,7 +10373,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Render tab label, process close button - const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; bool just_closed; bool text_clipped; TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); @@ -10231,6 +10383,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, TabBarCloseTab(tab_bar, tab); } + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Tooltip // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) @@ -10266,6 +10423,16 @@ void ImGui::SetTabItemClosed(const char* label) if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab->WantClose = true; // Will be processed by next call to TabBarLayout() } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } } ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) @@ -10280,10 +10447,9 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsave return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); } -ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*) +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) { - IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch. - return ImVec2(0.0f, 0.0f); + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); } void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) @@ -10355,13 +10521,24 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false bool close_button_pressed = false; bool close_button_visible = false; - if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) - if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) - close_button_visible = true; - bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too. - if (close_button_visible) + if (close_button_id != 0) + { + if (is_contents_visible) + close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected)); + else + close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected)); + } + + // When tabs/document is unsaved, the unsaved marker takes priority over the close button. + const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered); + if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + else if (close_button_visible) { ImGuiLastItemData last_item_backup = g.LastItemData; if (CloseButton(close_button_id, button_pos)) @@ -10369,14 +10546,9 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, g.LastItemData = last_item_backup; // Close with middle mouse button - if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; } - else if (unsaved_marker_visible) - { - const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); - RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); - } // This is all rather complicated // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) diff --git a/libs/imgui/misc/debuggers/imgui.natvis b/libs/imgui/misc/debuggers/imgui.natvis index 13b6360..94d17a8 100644 --- a/libs/imgui/misc/debuggers/imgui.natvis +++ b/libs/imgui/misc/debuggers/imgui.natvis @@ -55,4 +55,8 @@ More information at: https://docs.microsoft.com/en-us/visualstudio/debugger/crea {{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}} + + {{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 0)+(ChildNodes[1] != 0)} Windows {Windows.Size} } + + diff --git a/libs/imgui/misc/freetype/README.md b/libs/imgui/misc/freetype/README.md index 3955b08..e1bd019 100644 --- a/libs/imgui/misc/freetype/README.md +++ b/libs/imgui/misc/freetype/README.md @@ -38,7 +38,7 @@ You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain color ### Using OpenType SVG fonts (SVGinOT) - *SVG in Open Type* is a standard by Adobe and Mozilla for color OpenType and Open Font Format fonts. It allows font creators to embed complete SVG files within a font enabling full color and even animations. -- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT +- Popular fonts such as [twemoji](https://github.com/13rac1/twemoji-color-font) and fonts made with [scfbuild](https://github.com/13rac1/scfbuild) is SVGinOT. - Two alternatives are possible to render SVG fonts: use "lunasvg" or "plutosvg". plutosvg will support some more fonts (e.g. NotoColorEmoji-Regular) and may load them faster. #### Using lunasvg @@ -48,15 +48,7 @@ Requires: [lunasvg](https://github.com/sammycage/lunasvg) v2.3.2 and above #### Using plutosvg (and plutovg) - Add `#define IMGUI_ENABLE_FREETYPE_PLUTOSVG` in your `imconfig.h`. -- Compile and link with plutosvg *and* plutovg (which is required by plutosvg) - -_Compilation hints for plutovg_ -- Compile all source files in `plutovg/source/*.c` -- Add include directory: `plutovg/include` + `plutovg/stb` - -_Compilation hints for plutosvg_ -- Compile `plutosvg/source/plutosvg.c` -- Add include directory: `plutosvg/source` -- Add define: `PLUTOSVG_HAS_FREETYPE` -- Link with: plutovg, freetype - +- Get latest plutosvg binaries or build yourself. Under Windows you may use vcpkg with: `vcpkg install plutosvg --triplet=x64-windows`. Alternatively, if you build imgui from vcpkg, you just need to enable the plutosvg feature: `vcpkg install imgui[plutosvg] --triplet=x64-windows` +- If you prefer to build plutosvg manually: + - Compilation hints for plutovg: Compile all source files in `plutovg/source/*.c` + Add include directory: `plutovg/include` + `plutovg/stb` + - Compilation hints for plutosvg: Compile `plutosvg/source/plutosvg.c` + Add include directory: `plutosvg/source` + Add define: `PLUTOSVG_HAS_FREETYPE` + Link with: plutovg, freetype diff --git a/libs/imgui/misc/freetype/imgui_freetype.cpp b/libs/imgui/misc/freetype/imgui_freetype.cpp index 029991b..73b9862 100644 --- a/libs/imgui/misc/freetype/imgui_freetype.cpp +++ b/libs/imgui/misc/freetype/imgui_freetype.cpp @@ -166,7 +166,7 @@ namespace // NB: No ctor/dtor, explicitly call Init()/Shutdown() struct FreeTypeFont { - bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. + bool InitFont(FT_Library ft_library, const ImFontConfig& src, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. void CloseFont(); void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint); @@ -185,9 +185,9 @@ namespace float InvRasterizationDensity; }; - bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags) + bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& src, unsigned int extra_font_builder_flags) { - FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); + FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)src.FontData, (uint32_t)src.FontDataSize, (uint32_t)src.FontNo, &Face); if (error != 0) return false; error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE); @@ -195,7 +195,7 @@ namespace return false; // Convert to FreeType flags (NB: Bold and Oblique are processed separately) - UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags; + UserFlags = src.FontBuilderFlags | extra_font_builder_flags; LoadFlags = 0; if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) @@ -222,11 +222,11 @@ namespace if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) LoadFlags |= FT_LOAD_COLOR; - RasterizationDensity = cfg.RasterizerDensity; + RasterizationDensity = src.RasterizerDensity; InvRasterizationDensity = 1.0f / RasterizationDensity; memset(&Info, 0, sizeof(Info)); - SetPixelHeight((uint32_t)cfg.SizePixels); + SetPixelHeight((uint32_t)src.SizePixels); return true; } @@ -269,11 +269,11 @@ namespace if (glyph_index == 0) return nullptr; - // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. - // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 - // - https://github.com/ocornut/imgui/issues/4567 - // - https://github.com/ocornut/imgui/issues/4566 - // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. + // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. + // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 + // - https://github.com/ocornut/imgui/issues/4567 + // - https://github.com/ocornut/imgui/issues/4566 + // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags); if (error) return nullptr; @@ -443,7 +443,7 @@ struct ImFontBuildDstDataFT bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) { - IM_ASSERT(atlas->ConfigData.Size > 0); + IM_ASSERT(atlas->Sources.Size > 0); ImFontAtlasBuildInit(atlas); @@ -458,36 +458,36 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u bool src_load_color = false; ImVector src_tmp_array; ImVector dst_tmp_array; - src_tmp_array.resize(atlas->ConfigData.Size); + src_tmp_array.resize(atlas->Sources.Size); dst_tmp_array.resize(atlas->Fonts.Size); memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + for (int src_i = 0; src_i < atlas->Sources.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontConfig& src = atlas->Sources[src_i]; FreeTypeFont& font_face = src_tmp.Font; - IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + IM_ASSERT(src.DstFont && (!src.DstFont->IsLoaded() || src.DstFont->ContainerAtlas == atlas)); - // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + // Find index from src.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) src_tmp.DstIndex = -1; for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (cfg.DstFont == atlas->Fonts[output_i]) + if (src.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + IM_ASSERT(src_tmp.DstIndex != -1); // src.DstFont not pointing within atlas->Fonts[] array? if (src_tmp.DstIndex == -1) return false; // Load font - if (!font_face.InitFont(ft_library, cfg, extra_flags)) + if (!font_face.InitFont(ft_library, src, extra_flags)) return false; // Measure highest codepoints - src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0; + src_load_color |= (src.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0; ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + src_tmp.SrcRanges = src.GlyphRanges ? src.GlyphRanges : atlas->GetGlyphRangesDefault(); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) { // Check for valid range. This may also help detect *some* dangling pointers, because a common @@ -577,7 +577,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontConfig& src = atlas->Sources[src_i]; if (src_tmp.GlyphsCount == 0) continue; @@ -585,10 +585,10 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u buf_rects_out_n += src_tmp.GlyphsCount; // Compute multiply table if requested - const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); + const bool multiply_enabled = (src.RasterizerMultiply != 1.0f); unsigned char multiply_table[256]; if (multiply_enabled) - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, src.RasterizerMultiply); // Gather the sizes of all rectangles we will need to pack for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) @@ -687,18 +687,18 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u // When merging fonts with MergeMode=true: // - We can have multiple input fonts writing into a same destination font. - // - dst_font->ConfigData is != from cfg which is our source configuration. - ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; + // - dst_font->Sources is != from src which is our source configuration. + ImFontConfig& src = atlas->Sources[src_i]; + ImFont* dst_font = src.DstFont; const float ascent = src_tmp.Font.Info.Ascender; const float descent = src_tmp.Font.Info.Descender; - ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + ImFontAtlasBuildSetupFont(atlas, dst_font, &src, ascent, descent); if (src_tmp.GlyphsCount == 0) continue; - const float font_off_x = cfg.GlyphOffset.x; - const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + const float font_off_x = src.GlyphOffset.x; + const float font_off_y = src.GlyphOffset.y + IM_ROUND(dst_font->Ascent); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) @@ -724,7 +724,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u float v0 = (ty) / (float)atlas->TexHeight; float u1 = (tx + info.Width) / (float)atlas->TexWidth; float v1 = (ty + info.Height) / (float)atlas->TexHeight; - dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity); + dst_font->AddGlyph(&src, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity); ImFontGlyph* dst_glyph = &dst_font->Glyphs.back(); IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint);