// dear imgui, v1.66 WIP
// (widgets code)
/*
Index of this file:
// [SECTION] Forward Declarations
// [SECTION] Widgets: Text, etc.
// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
// [SECTION] Widgets: ComboBox
// [SECTION] Data Type and Data Formatting Helpers
// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
// [SECTION] Widgets: InputText, InputTextMultiline
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
// [SECTION] Widgets: Selectable
// [SECTION] Widgets: ListBox
// [SECTION] Widgets: PlotLines, PlotHistogram
// [SECTION] Widgets: Value helpers
// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"
#include <ctype.h> // toupper, isprint
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
// Clang/GCC warnings with -Weverything
#ifdef __clang__
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#if __GNUC__ >= 8
#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
#endif
//-------------------------------------------------------------------------
// Data
//-------------------------------------------------------------------------
// Those MIN/MAX values are not define because we need to point to them
static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000);
static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF)
static const ImU32 IM_U32_MIN = 0;
static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF)
#ifdef LLONG_MIN
static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll);
static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll);
#else
static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1;
static const ImS64 IM_S64_MAX = 9223372036854775807LL;
#endif
static const ImU64 IM_U64_MIN = 0;
#ifdef ULLONG_MAX
static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
#else
static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
#endif
//-------------------------------------------------------------------------
// [SECTION] Forward Declarations
//-------------------------------------------------------------------------
// Data Type helpers
static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format);
static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format);
// For InputTextEx()
static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data);
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
//-------------------------------------------------------------------------
// [SECTION] Widgets: Text, etc.
//-------------------------------------------------------------------------
// - TextUnformatted()
// - Text()
// - TextV()
// - TextColored()
// - TextColoredV()
// - TextDisabled()
// - TextDisabledV()
// - TextWrapped()
// - TextWrappedV()
// - LabelText()
// - LabelTextV()
// - BulletText()
// - BulletTextV()
//-------------------------------------------------------------------------
void ImGui::TextUnformatted(const char* text, const char* text_end)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
IM_ASSERT(text != NULL);
const char* text_begin = text;
if (text_end == NULL)
text_end = text + strlen(text); // FIXME-OPT
const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
const float wrap_pos_x = window->DC.TextWrapPos;
const bool wrap_enabled = wrap_pos_x >= 0.0f;
if (text_end - text > 2000 && !wrap_enabled)
{
// Long text!
// Perform manual coarse clipping to optimize for long multi-line text
// - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
// - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
// - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.
const char* line = text;
const float line_height = GetTextLineHeight();
const ImRect clip_rect = window->ClipRect;
ImVec2 text_size(0,0);
if (text_pos.y <= clip_rect.Max.y)
{
ImVec2 pos = text_pos;
// Lines to skip (can't skip when logging text)
if (!g.LogEnabled)
{
int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
if (lines_skippable > 0)
{
int lines_skipped = 0;
while (line < text_end && lines_skipped < lines_skippable)
{
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
}
// Lines to render
if (line < text_end)
{
ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
while (line < text_end)
{
if (IsClippedEx(line_rect, 0, false))
break;
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
const ImVec2 line_size = CalcTextSize(line, line_end, false);
text_size.x = ImMax(text_size.x, line_size.x);
RenderText(pos, line, line_end, false);
line = line_end + 1;
line_rect.Min.y += line_height;
line_rect.Max.y += line_height;
pos.y += line_height;
}
// Count remaining lines
int lines_skipped = 0;
while (line < text_end)
{
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
text_size.y += (pos - text_pos).y;
}
ImRect bb(text_pos, text_pos + text_size);
ItemSize(bb);
ItemAdd(bb, 0);
}
else
{
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
// Account of baseline offset
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size);
if (!ItemAdd(bb, 0))
return;
// Render (we don't hide text after ## in this end-user function)
RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
}
}
void ImGui::Text(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextV(fmt, args);
va_end(args);
}
void ImGui::TextV(const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
TextUnformatted(g.TempBuffer, text_end);
}
void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextColoredV(col, fmt, args);
va_end(args);
}
void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
{
PushStyleColor(ImGuiCol_Text, col);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextDisabled(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextDisabledV(fmt, args);
va_end(args);
}
void ImGui::TextDisabledV(const char* fmt, va_list args)
{
PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextWrapped(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextWrappedV(fmt, args);
va_end(args);
}
void ImGui::TextWrappedV(const char* fmt, va_list args)
{
bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position is one ia already set
if (need_wrap) PushTextWrapPos(0.0f);
TextV(fmt, args);
if (need_wrap) PopTextWrapPos();
}
void ImGui::LabelText(const char* label, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
LabelTextV(label, fmt, args);
va_end(args);
}
// Add a label+text combo aligned to other label+value widgets
void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0))
return;
// Render
const char* value_text_begin = &g.TempBuffer[0];
const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}
void ImGui::BulletText(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
BulletTextV(fmt, args);
va_end(args);
}
// Text with a little bullet aligned to the typical tree node.
void ImGui::BulletTextV(const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const char* text_begin = g.TempBuffer;
const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
const float line_height = ImMax(ImMin(window->DC.CurrentLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding
ItemSize(bb);
if (!ItemAdd(bb, 0))
return;
// Render
RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Main
//-------------------------------------------------------------------------
// - ButtonBehavior() [Internal]
// - Button()
// - SmallButton()
// - InvisibleButton()
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
// - Scrollbar() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
// - CheckboxFlags()
// - RadioButton()
// - ProgressBar()
// - Bullet()
//-------------------------------------------------------------------------
bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (flags & ImGuiButtonFlags_Disabled)
{
if (out_hovered) *out_hovered = false;
if (out_held) *out_held = false;
if (g.ActiveId == id) ClearActiveID();
return false;
}
// Default behavior requires click+release on same spot
if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
flags |= ImGuiButtonFlags_PressedOnClickRelease;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
g.HoveredWindow = window;
bool pressed = false;
bool hovered = ItemHoverable(bb, id);
// Drag source doesn't report as hovered
if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
hovered = false;
// Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
{
hovered = true;
SetHoveredID(id);
if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
{
pressed = true;
FocusWindow(window);
}
}
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
g.HoveredWindow = backup_hovered_window;
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
hovered = false;
// Mouse
if (hovered)
{
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
// | CLICKING | HOLDING with ImGuiButtonFlags_Repeat
// PressedOnClickRelease | <on release>* | <on repeat> <on repeat> .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds
// PressedOnClick | <on click> | <on click> <on repeat> <on repeat> ..
// PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release)
// PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> ..
// FIXME-NAV: We don't honor those different behaviors.
if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
{
SetActiveID(id, window);
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
FocusWindow(window);
}
if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
{
pressed = true;
if (flags & ImGuiButtonFlags_NoHoldingActiveID)
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
FocusWindow(window);
}
if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
{
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
pressed = true;
ClearActiveID();
}
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
pressed = true;
}
if (pressed)
g.NavDisableHighlight = true;
}
// Gamepad/Keyboard navigation
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
hovered = true;
if (g.NavActivateDownId == id)
{
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
if (nav_activated_by_code || nav_activated_by_inputs)
pressed = true;
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window);
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
}
bool held = false;
if (g.ActiveId == id)
{
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
if (g.IO.MouseDown[0])
{
held = true;
}
else
{
if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
if (!g.DragDropActive)
pressed = true;
ClearActiveID();
}
if (!(flags & ImGuiButtonFlags_NoNavFocus))
g.NavDisableHighlight = true;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
if (g.NavActivateDownId != id)
ClearActiveID();
}
}
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
return pressed;
}
bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 pos = window->DC.CursorPos;
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
const ImRect bb(pos, pos + size);
ItemSize(bb, style.FramePadding.y);
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
if (pressed)
MarkItemEdited(id);
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
// Automatically close popups
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
// CloseCurrentPopup();
return pressed;
}
bool ImGui::Button(const char* label, const ImVec2& size_arg)
{
return ButtonEx(label, size_arg, 0);
}
// Small buttons fits within text without additional vertical spacing.
bool ImGui::SmallButton(const char* label)
{
ImGuiContext& g = *GImGui;
float backup_padding_y = g.Style.FramePadding.y;
g.Style.FramePadding.y = 0.0f;
bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
g.Style.FramePadding.y = backup_padding_y;
return pressed;
}
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
// Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
const ImGuiID id = window->GetID(str_id);
ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
return pressed;
}
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(str_id);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
const float default_size = GetFrameHeight();
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
RenderArrow(bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), dir);
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
{
float sz = GetFrameHeight();
return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
}
// Button to close a window
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
bool is_clipped = !ItemAdd(bb, id);
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
if (is_clipped)
return pressed;
// Render
ImVec2 center = bb.GetCenter();
if (hovered)
window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
float cross_extent = (radius * 0.7071f) - 1.0f;
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
center -= ImVec2(0.5f, 0.5f);
window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f);
return pressed;
}
bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
ItemAdd(bb, id);
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
if (hovered || held)
window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, col, 9);
RenderArrow(bb.Min + g.Style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
// Switch to moving the window after mouse is moved beyond the initial drag threshold
if (IsItemActive() && IsMouseDragging())
StartMouseMovingWindow(window);
return pressed;
}
// Vertical/Horizontal scrollbar
// The entire piece of code below is rather confusing because:
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
void ImGui::Scrollbar(ImGuiLayoutType direction)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
// Render background
bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
const ImRect window_rect = window->Rect();
const float border_size = window->WindowBorderSize;
ImRect bb = horizontal
? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
if (!horizontal)
bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
return;
int window_rounding_corners;
if (horizontal)
window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
else
window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
IM_ASSERT(ImMax(win_size_contents_v, win_size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
const float win_size_v = ImMax(ImMax(win_size_contents_v, win_size_avail_v), 1.0f);
const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
bool held = false;
bool hovered = false;
const bool previously_held = (g.ActiveId == id);
ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
float scroll_ratio = ImSaturate(scroll_v / scroll_max);
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
if (held && grab_h_norm < 1.0f)
{
float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
// Click position in scrollbar normalized space (0.0f->1.0f)
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);