Fix tunes not updating & up imgui -> 1.89.1

This commit is contained in:
Grinch_ 2022-12-01 14:06:49 +06:00
parent 58ba06673e
commit f042cced9a
12 changed files with 2859 additions and 1641 deletions

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@ -108,11 +108,6 @@
//#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak() //#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
// This adds a small runtime cost which is why it is not enabled by default.
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
//---- Debug Tools: Enable slower asserts //---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID //#define IMGUI_DEBUG_PARANOID

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@ -1,4 +1,4 @@
// dear imgui, v1.88 // dear imgui, v1.89.1
// (demo code) // (demo code)
// Help: // Help:
@ -8,11 +8,15 @@
// Read imgui.cpp for more details, documentation and comments. // Read imgui.cpp for more details, documentation and comments.
// Get the latest version at https://github.com/ocornut/imgui // Get the latest version at https://github.com/ocornut/imgui
// -------------------------------------------------
// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
// -------------------------------------------------
// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: // Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other // Think again! It is the most useful reference code that you and other coders will want to refer to and call.
// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available // Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone // Also include Metrics! ItemPicker! DebugLog! and other debug features.
// in your team, likely leading you to poorer usage of the library. // Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be // If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be
// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. // linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
@ -46,15 +50,18 @@
Index of this file: Index of this file:
// [SECTION] Forward Declarations, Helpers // [SECTION] Forward Declarations
// [SECTION] Helpers
// [SECTION] Demo Window / ShowDemoWindow() // [SECTION] Demo Window / ShowDemoWindow()
// - ShowDemoWindow()
// - sub section: ShowDemoWindowWidgets() // - sub section: ShowDemoWindowWidgets()
// - sub section: ShowDemoWindowLayout() // - sub section: ShowDemoWindowLayout()
// - sub section: ShowDemoWindowPopups() // - sub section: ShowDemoWindowPopups()
// - sub section: ShowDemoWindowTables() // - sub section: ShowDemoWindowTables()
// - sub section: ShowDemoWindowMisc() // - sub section: ShowDemoWindowInputs()
// [SECTION] About Window / ShowAboutWindow() // [SECTION] About Window / ShowAboutWindow()
// [SECTION] Style Editor / ShowStyleEditor() // [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] User Guide / ShowUserGuide()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Debug Console / ShowExampleAppConsole()
// [SECTION] Example App: Debug Log / ShowExampleAppLog() // [SECTION] Example App: Debug Log / ShowExampleAppLog()
@ -94,7 +101,7 @@ Index of this file:
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#endif #endif
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
@ -186,12 +193,25 @@ static void ShowExampleAppWindowTitles(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile(); static void ShowExampleMenuFile();
// We split the contents of the big ShowDemoWindow() function into smaller functions
// (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
static void ShowDemoWindowLayout();
static void ShowDemoWindowPopups();
static void ShowDemoWindowTables();
static void ShowDemoWindowColumns();
static void ShowDemoWindowInputs();
//-----------------------------------------------------------------------------
// [SECTION] Helpers
//-----------------------------------------------------------------------------
// Helper to display a little (?) mark which shows a tooltip when hovered. // Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) // In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
static void HelpMarker(const char* desc) static void HelpMarker(const char* desc)
{ {
ImGui::TextDisabled("(?)"); ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered()) if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort))
{ {
ImGui::BeginTooltip(); ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
@ -201,7 +221,7 @@ static void HelpMarker(const char* desc)
} }
} }
// Helper to wire demo markers located in code to a interactive browser // 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); typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);
extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback;
extern void* GImGuiDemoMarkerCallbackUserData; extern void* GImGuiDemoMarkerCallbackUserData;
@ -209,70 +229,30 @@ ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL;
void* GImGuiDemoMarkerCallbackUserData = NULL; void* GImGuiDemoMarkerCallbackUserData = NULL;
#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) #define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
// Helper to display basic user controls.
void ImGui::ShowUserGuide()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText(
"Click and drag on lower corner to resize window\n"
"(double-click to auto fit window to its contents).");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
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::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("ESCAPE to revert.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::Unindent();
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow() // [SECTION] Demo Window / ShowDemoWindow()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// - ShowDemoWindow()
// - ShowDemoWindowWidgets() // - ShowDemoWindowWidgets()
// - ShowDemoWindowLayout() // - ShowDemoWindowLayout()
// - ShowDemoWindowPopups() // - ShowDemoWindowPopups()
// - ShowDemoWindowTables() // - ShowDemoWindowTables()
// - ShowDemoWindowColumns() // - ShowDemoWindowColumns()
// - ShowDemoWindowMisc() // - ShowDemoWindowInputs()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// We split the contents of the big ShowDemoWindow() function into smaller functions
// (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
static void ShowDemoWindowLayout();
static void ShowDemoWindowPopups();
static void ShowDemoWindowTables();
static void ShowDemoWindowColumns();
static void ShowDemoWindowMisc();
// Demonstrate most Dear ImGui features (this is big function!) // Demonstrate most Dear ImGui features (this is big function!)
// You may execute this function to experiment with the UI and understand what it does. // You may execute this function to experiment with the UI and understand what it does.
// You may then search for keywords in the code when you are interested by a specific feature. // You may then search for keywords in the code when you are interested by a specific feature.
void ImGui::ShowDemoWindow(bool* p_open) void ImGui::ShowDemoWindow(bool* p_open)
{ {
// Exceptionally add an extra assert here for people confused about initial Dear ImGui setup // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup
// Most ImGui functions would normally just crash if the context is missing. // Most functions would normally just crash if the context is missing.
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!");
// Examples Apps (accessible from the "Examples" menu) // Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false; static bool show_app_main_menu_bar = false;
static bool show_app_documents = false; static bool show_app_documents = false;
static bool show_app_console = false; static bool show_app_console = false;
static bool show_app_log = false; static bool show_app_log = false;
static bool show_app_layout = false; static bool show_app_layout = false;
@ -287,7 +267,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); if (show_app_documents) ShowExampleAppDocuments(&show_app_documents);
if (show_app_console) ShowExampleAppConsole(&show_app_console); if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_log) ShowExampleAppLog(&show_app_log); if (show_app_log) ShowExampleAppLog(&show_app_log);
if (show_app_layout) ShowExampleAppLayout(&show_app_layout); if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
@ -300,7 +279,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
// Dear ImGui Apps (accessible from the "Tools" menu) // Dear ImGui Tools/Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false; static bool show_app_metrics = false;
static bool show_app_debug_log = false; static bool show_app_debug_log = false;
static bool show_app_stack_tool = false; static bool show_app_stack_tool = false;
@ -363,10 +342,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
} }
// Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
// e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
//ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);
// e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
ImGui::PushItemWidth(ImGui::GetFontSize() * -12); ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
@ -473,6 +450,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);
ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
@ -557,7 +536,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ShowDemoWindowLayout(); ShowDemoWindowLayout();
ShowDemoWindowPopups(); ShowDemoWindowPopups();
ShowDemoWindowTables(); ShowDemoWindowTables();
ShowDemoWindowMisc(); ShowDemoWindowInputs();
// End of ShowDemoWindow() // End of ShowDemoWindow()
ImGui::PopItemWidth(); ImGui::PopItemWidth();
@ -631,22 +610,6 @@ static void ShowDemoWindowWidgets()
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("%d", counter); ImGui::Text("%d", counter);
IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips");
ImGui::Text("Hover over me");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip");
ImGui::SameLine();
ImGui::Text("- or me");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
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::EndTooltip();
}
ImGui::Separator(); ImGui::Separator();
ImGui::LabelText("label", "Value"); ImGui::LabelText("label", "Value");
@ -671,7 +634,7 @@ static void ShowDemoWindowWidgets()
"USER:\n" "USER:\n"
"Hold SHIFT or use mouse to select text.\n" "Hold SHIFT or use mouse to select text.\n"
"CTRL+Left/Right to word jump.\n" "CTRL+Left/Right to word jump.\n"
"CTRL+A or double-click to select all.\n" "CTRL+A or Double-Click to select all.\n"
"CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n"
"CTRL+Z,CTRL+Y undo/redo.\n" "CTRL+Z,CTRL+Y undo/redo.\n"
"ESCAPE to revert.\n\n" "ESCAPE to revert.\n\n"
@ -770,6 +733,40 @@ static void ShowDemoWindowWidgets()
"Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
} }
{
// Tooltips
IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips");
ImGui::AlignTextToFramePadding();
ImGui::Text("Tooltips:");
ImGui::SameLine();
ImGui::Button("Button");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip");
ImGui::SameLine();
ImGui::Button("Fancy");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
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::SameLine();
ImGui::Button("Delayed");
if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal)) // Delay best used on items that highlight on hover, so this not a great example!
ImGui::SetTooltip("I am a tooltip with a delay.");
ImGui::SameLine();
HelpMarker(
"Tooltip are created by using the IsItemHovered() function over any kind of item.");
}
ImGui::TreePop(); ImGui::TreePop();
} }
@ -988,7 +985,7 @@ static void ShowDemoWindowWidgets()
// Note that characters values are preserved even by InputText() if the font cannot be displayed, // 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. // so you can safely copy & paste garbled characters into another application.
ImGui::TextWrapped( ImGui::TextWrapped(
"CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " "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. " "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
"Read docs/FONTS.md for details."); "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)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
@ -1061,15 +1058,21 @@ static void ShowDemoWindowWidgets()
static int pressed_count = 0; static int pressed_count = 0;
for (int i = 0; i < 8; i++) 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); ImGui::PushID(i);
int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) 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 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 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 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 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 ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
pressed_count += 1; pressed_count += 1;
if (i > 0)
ImGui::PopStyleVar();
ImGui::PopID(); ImGui::PopID();
ImGui::SameLine(); ImGui::SameLine();
} }
@ -1081,6 +1084,7 @@ static void ShowDemoWindowWidgets()
IMGUI_DEMO_MARKER("Widgets/Combo"); IMGUI_DEMO_MARKER("Widgets/Combo");
if (ImGui::TreeNode("Combo")) if (ImGui::TreeNode("Combo"))
{ {
// Combo Boxes are also called "Dropdown" in other systems
// Expose flags as checkbox for the demo // Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0; static ImGuiComboFlags flags = 0;
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
@ -1445,7 +1449,7 @@ static void ShowDemoWindowWidgets()
static char buf3[64]; static char buf3[64];
static int edit_count = 0; static int edit_count = 0;
ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); 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 edits + count edits."); 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::SameLine(); ImGui::Text("(%d)", edit_count);
ImGui::TreePop(); ImGui::TreePop();
@ -1970,7 +1974,7 @@ static void ShowDemoWindowWidgets()
// - integer/float/double // - integer/float/double
// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
// to pass the type, and passing all arguments by pointer. // to pass the type, and passing all arguments by pointer.
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
// In practice, if you frequently use a given type that is not covered by the normal API entry points, // In practice, if you frequently use a given type that is not covered by the normal API entry points,
// you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
// and then pass their address to the generic function. For example: // and then pass their address to the generic function. For example:
@ -2015,7 +2019,7 @@ static void ShowDemoWindowWidgets()
ImGui::Text("Drags:"); ImGui::Text("Drags:");
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
ImGui::SameLine(); HelpMarker( ImGui::SameLine(); HelpMarker(
"As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
"You can override the clamping limits by using CTRL+Click to input a value."); "You can override the clamping limits by using CTRL+Click to input a value.");
ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
@ -2314,7 +2318,7 @@ static void ShowDemoWindowWidgets()
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()."); 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 item item so we can query their status in the code following it. // Submit selected items so we can query their status in the code following it.
bool ret = false; bool ret = false;
static bool b = false; static bool b = false;
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
@ -2338,6 +2342,10 @@ static void ShowDemoWindowWidgets()
if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); } if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
bool hovered_delay_none = ImGui::IsItemHovered();
bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
// Display the values of IsItemHovered() and other common item state functions. // Display the values of IsItemHovered() and other common item state functions.
// Note that the ImGuiHoveredFlags_XXX flags can be combined. // Note that the ImGuiHoveredFlags_XXX flags can be combined.
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions, // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
@ -2382,6 +2390,8 @@ static void ShowDemoWindowWidgets()
ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
); );
ImGui::BulletText(
"w/ Hovering Delay: None = %d, Fast %d, Normal = %d", hovered_delay_none, hovered_delay_short, hovered_delay_normal);
if (item_disabled) if (item_disabled)
ImGui::EndDisabled(); ImGui::EndDisabled();
@ -2486,6 +2496,26 @@ static void ShowDemoWindowWidgets()
ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");
ImGui::TreePop(); 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::TreePop();
}
} }
static void ShowDemoWindowLayout() static void ShowDemoWindowLayout()
@ -3400,7 +3430,7 @@ static void ShowDemoWindowPopups()
// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
// OpenPopup(id); // OpenPopup(id);
// return BeginPopup(id); // return BeginPopup(id);
// For advanced advanced uses you may want to replicate and customize this code. // For advanced uses you may want to replicate and customize this code.
// See more details in BeginPopupContextItem(). // See more details in BeginPopupContextItem().
// Example 1 // Example 1
@ -3568,7 +3598,7 @@ static void ShowDemoWindowPopups()
} }
// Dummy data structure that we use for the Table demo. // Dummy data structure that we use for the Table demo.
// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure if defined inside the demo function) // (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure is defined inside the demo function)
namespace namespace
{ {
// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. // We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.
@ -3787,7 +3817,7 @@ static void ShowDemoWindowTables()
} }
// [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().
// This is generally more convenient when you have code manually submitting the contents of each columns. // This is generally more convenient when you have code manually submitting the contents of each column.
HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");
if (ImGui::BeginTable("table2", 3)) if (ImGui::BeginTable("table2", 3))
{ {
@ -3805,10 +3835,10 @@ static void ShowDemoWindowTables()
} }
// [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),
// as TableNextColumn() will automatically wrap around and create new roes as needed. // as TableNextColumn() will automatically wrap around and create new rows as needed.
// This is generally more convenient when your cells all contains the same type of data. // This is generally more convenient when your cells all contains the same type of data.
HelpMarker( HelpMarker(
"Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n" "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n"
"This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.");
if (ImGui::BeginTable("table3", 3)) if (ImGui::BeginTable("table3", 3))
{ {
@ -3860,7 +3890,7 @@ static void ShowDemoWindowTables()
ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);
ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);
ImGui::Checkbox("Display headers", &display_headers); ImGui::Checkbox("Display headers", &display_headers);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
PopStyleCompact(); PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags)) if (ImGui::BeginTable("table1", 3, flags))
@ -3899,8 +3929,8 @@ static void ShowDemoWindowTables()
IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); IMGUI_DEMO_MARKER("Tables/Resizable, stretch");
if (ImGui::TreeNode("Resizable, stretch")) if (ImGui::TreeNode("Resizable, stretch"))
{ {
// By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch" // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch"
// Each columns maintain a sizing weight, and they will occupy all available width. // All columns maintain a sizing weight, and they will occupy all available width.
static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
PushStyleCompact(); PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
@ -4022,7 +4052,7 @@ static void ShowDemoWindowTables()
ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);
ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
PopStyleCompact(); PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags)) if (ImGui::BeginTable("table1", 3, flags))
@ -4080,7 +4110,7 @@ static void ShowDemoWindowTables()
"- any form of row selection\n" "- any form of row selection\n"
"Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n"
"Actual padding values are using style.CellPadding.\n\n" "Actual padding values are using style.CellPadding.\n\n"
"In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding."); "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.");
static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;
PushStyleCompact(); PushStyleCompact();
@ -4549,7 +4579,7 @@ static void ShowDemoWindowTables()
IMGUI_DEMO_MARKER("Tables/Nested tables"); IMGUI_DEMO_MARKER("Tables/Nested tables");
if (ImGui::TreeNode("Nested tables")) if (ImGui::TreeNode("Nested tables"))
{ {
HelpMarker("This demonstrate embedding a table into another table cell."); HelpMarker("This demonstrates embedding a table into another table cell.");
if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
{ {
@ -4594,7 +4624,7 @@ static void ShowDemoWindowTables()
IMGUI_DEMO_MARKER("Tables/Row height"); IMGUI_DEMO_MARKER("Tables/Row height");
if (ImGui::TreeNode("Row height")) if (ImGui::TreeNode("Row height"))
{ {
HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))
{ {
for (int row = 0; row < 10; row++) for (int row = 0; row < 10; row++)
@ -5156,7 +5186,7 @@ static void ShowDemoWindowTables()
static bool show_headers = true; static bool show_headers = true;
static bool show_wrapped_text = false; static bool show_wrapped_text = false;
//static ImGuiTextFilter filter; //static ImGuiTextFilter filter;
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing
if (ImGui::TreeNode("Options")) if (ImGui::TreeNode("Options"))
{ {
// Make the UI compact because there are so many fields // Make the UI compact because there are so many fields
@ -5183,8 +5213,8 @@ static void ShowDemoWindowTables()
ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);
ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
ImGui::TreePop(); ImGui::TreePop();
} }
@ -5247,7 +5277,7 @@ static void ShowDemoWindowTables()
HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n"
"- The table is output directly in the parent window.\n" "- The table is output directly in the parent window.\n"
"- OuterSize.x < 0.0f will right-align the table.\n" "- OuterSize.x < 0.0f will right-align the table.\n"
"- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n" "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n"
"- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");
// From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.
@ -5654,26 +5684,8 @@ static void ShowDemoWindowColumns()
namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }
static void ShowDemoWindowMisc() static void ShowDemoWindowInputs()
{ {
IMGUI_DEMO_MARKER("Filtering");
if (ImGui::CollapsingHeader("Filtering"))
{
// Helper class to easy setup a text filter.
// You may want to implement a more feature-full filtering scheme in your own application.
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("Inputs, Navigation & Focus"); IMGUI_DEMO_MARKER("Inputs, Navigation & Focus");
if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))
{ {
@ -5712,27 +5724,54 @@ static void ShowDemoWindowMisc()
ImGui::TreePop(); ImGui::TreePop();
} }
// Display mouse cursors
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse Cursors");
if (ImGui::TreeNode("Mouse Cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGuiMouseCursor current = ImGui::GetMouseCursor();
ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
ImGui::BeginDisabled(true);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
ImGui::EndDisabled();
ImGui::Text("Hover to see mouse cursors:");
ImGui::SameLine(); HelpMarker(
"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
"otherwise your backend needs to handle it.");
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
}
// Display Keyboard/Mouse state // Display Keyboard/Mouse state
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State"); IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");
if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State")) if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State"))
{ {
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends. // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN; const ImGuiKey key_first = (ImGuiKey)ImGuiKey_NamedKey_BEGIN;
#else #else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
const ImGuiKey key_first = 0; const ImGuiKey key_first = (ImGuiKey)0;
//ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } //ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
#endif #endif
ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); }
ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
// Draw an arbitrary US keyboard layout to visualize translated keys // Draw an arbitrary US keyboard layout to visualize translated keys
{ {
@ -5906,30 +5945,6 @@ static void ShowDemoWindowMisc()
ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);
ImGui::TreePop(); ImGui::TreePop();
} }
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse cursors");
if (ImGui::TreeNode("Mouse cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGuiMouseCursor current = ImGui::GetMouseCursor();
ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
ImGui::Text("Hover to see mouse cursors:");
ImGui::SameLine(); HelpMarker(
"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
"otherwise your backend needs to handle it.");
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
}
} }
} }
@ -6382,6 +6397,40 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::PopItemWidth(); ImGui::PopItemWidth();
} }
//-----------------------------------------------------------------------------
// [SECTION] User Guide / ShowUserGuide()
//-----------------------------------------------------------------------------
void ImGui::ShowUserGuide()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText(
"Click and drag on lower corner to resize window\n"
"(double-click to auto fit window to its contents).");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
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::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("ESCAPE to revert.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::Unindent();
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -6616,7 +6665,8 @@ struct ExampleAppConsole
// Reserve enough left-over height for 1 separator + 1 input text // Reserve enough left-over height for 1 separator + 1 input text
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();
ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar))
{
if (ImGui::BeginPopupContextWindow()) if (ImGui::BeginPopupContextWindow())
{ {
if (ImGui::Selectable("Clear")) ClearLog(); if (ImGui::Selectable("Clear")) ClearLog();
@ -6671,17 +6721,20 @@ struct ExampleAppConsole
if (copy_to_clipboard) if (copy_to_clipboard)
ImGui::LogFinish(); ImGui::LogFinish();
// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
// Using a scrollbar or mouse-wheel will take away from the bottom edge.
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
ImGui::SetScrollHereY(1.0f); ImGui::SetScrollHereY(1.0f);
ScrollToBottom = false; ScrollToBottom = false;
ImGui::PopStyleVar(); ImGui::PopStyleVar();
}
ImGui::EndChild(); ImGui::EndChild();
ImGui::Separator(); ImGui::Separator();
// Command-line // Command-line
bool reclaim_focus = false; bool reclaim_focus = false;
ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))
{ {
char* s = InputBuf; char* s = InputBuf;
@ -6923,8 +6976,9 @@ struct ExampleAppLog
Filter.Draw("Filter", -100.0f); Filter.Draw("Filter", -100.0f);
ImGui::Separator(); ImGui::Separator();
ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar))
{
if (clear) if (clear)
Clear(); Clear();
if (copy) if (copy)
@ -6936,7 +6990,7 @@ struct ExampleAppLog
if (Filter.IsActive()) if (Filter.IsActive())
{ {
// In this example we don't use the clipper when Filter is enabled. // In this example we don't use the clipper when Filter is enabled.
// This is because we don't have a random access on the result on our filter. // This is because we don't have random access to the result of our filter.
// A real application processing logs with ten of thousands of entries may want to store the result of // A real application processing logs with ten of thousands of entries may want to store the result of
// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
for (int line_no = 0; line_no < LineOffsets.Size; line_no++) for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
@ -6958,7 +7012,7 @@ struct ExampleAppLog
// on your side is recommended. Using ImGuiListClipper requires // on your side is recommended. Using ImGuiListClipper requires
// - A) random access into your data // - A) random access into your data
// - B) items all being the same height, // - B) items all being the same height,
// both of which we can handle since we an array pointing to the beginning of each line of text. // both of which we can handle since we have an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display // When using the filter (in the block of code above) we don't have random access into the data to display
// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
// it possible (and would be recommended if you want to search through tens of thousands of entries). // it possible (and would be recommended if you want to search through tens of thousands of entries).
@ -6977,9 +7031,11 @@ struct ExampleAppLog
} }
ImGui::PopStyleVar(); ImGui::PopStyleVar();
// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
// Using a scrollbar or mouse-wheel will take away from the bottom edge.
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
ImGui::SetScrollHereY(1.0f); ImGui::SetScrollHereY(1.0f);
}
ImGui::EndChild(); ImGui::EndChild();
ImGui::End(); ImGui::End();
} }
@ -7259,52 +7315,83 @@ static void ShowExampleAppAutoResize(bool* p_open)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Demonstrate creating a window with custom resize constraints. // Demonstrate creating a window with custom resize constraints.
// Note that size constraints currently don't work on a docked window (when in 'docking' branch)
static void ShowExampleAppConstrainedResize(bool* p_open) static void ShowExampleAppConstrainedResize(bool* p_open)
{ {
struct CustomConstraints struct CustomConstraints
{ {
// Helper functions to demonstrate programmatic constraints // Helper functions to demonstrate programmatic constraints
static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier.
static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } static void AspectRatio(ImGuiSizeCallbackData* data) { float aspect_ratio = *(float*)data->UserData; data->DesiredSize.x = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); }
static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); }
static void Step(ImGuiSizeCallbackData* data) { float step = *(float*)data->UserData; data->DesiredSize = ImVec2((int)(data->CurrentSize.x / step + 0.5f) * step, (int)(data->CurrentSize.y / step + 0.5f) * step); }
}; };
const char* test_desc[] = const char* test_desc[] =
{ {
"Between 100x100 and 500x500",
"At least 100x100",
"Resize vertical only", "Resize vertical only",
"Resize horizontal only", "Resize horizontal only",
"Width > 100, Height > 100", "Width Between 400 and 500",
"Width 400-500", "Custom: Aspect Ratio 16:9",
"Height 400-500",
"Custom: Always Square", "Custom: Always Square",
"Custom: Fixed Steps (100)", "Custom: Fixed Steps (100)",
}; };
// Options
static bool auto_resize = false; static bool auto_resize = false;
static int type = 0; static bool window_padding = true;
static int type = 5; // Aspect Ratio
static int display_lines = 10; static int display_lines = 10;
if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step
ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; // Submit constraint
if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) float aspect_ratio = 16.0f / 9.0f;
float fixed_step = 100.0f;
if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500
if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step
// Submit window
if (!window_padding)
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags);
if (!window_padding)
ImGui::PopStyleVar();
if (window_open)
{ {
IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");
if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::GetIO().KeyShift)
if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); {
if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture.
ImGui::SetNextItemWidth(200); ImVec2 avail_size = ImGui::GetContentRegionAvail();
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size);
ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10));
ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y);
}
else
{
ImGui::Text("(Hold SHIFT to display a dummy viewport)");
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)); }
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));
ImGui::SetNextItemWidth(200); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
ImGui::Checkbox("Auto-resize", &auto_resize); ImGui::Checkbox("Auto-resize", &auto_resize);
ImGui::Checkbox("Window padding", &window_padding);
for (int i = 0; i < display_lines; i++) for (int i = 0; i < display_lines; i++)
ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
} }
}
ImGui::End(); ImGui::End();
} }
@ -7316,28 +7403,34 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
// + a context-menu to choose which corner of the screen to use. // + a context-menu to choose which corner of the screen to use.
static void ShowExampleAppSimpleOverlay(bool* p_open) static void ShowExampleAppSimpleOverlay(bool* p_open)
{ {
static int corner = 0; static int location = 0;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
if (corner != -1) if (location >= 0)
{ {
const float PAD = 10.0f; const float PAD = 10.0f;
const ImGuiViewport* viewport = ImGui::GetMainViewport(); const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
ImVec2 work_size = viewport->WorkSize; ImVec2 work_size = viewport->WorkSize;
ImVec2 window_pos, window_pos_pivot; ImVec2 window_pos, window_pos_pivot;
window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f;
window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
window_flags |= ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoMove;
} }
else if (location == -2)
{
// Center window
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
window_flags |= ImGuiWindowFlags_NoMove;
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
{ {
IMGUI_DEMO_MARKER("Examples/Simple Overlay"); IMGUI_DEMO_MARKER("Examples/Simple Overlay");
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui::Text("Simple overlay\n" "(right-click to change position)");
ImGui::Separator(); ImGui::Separator();
if (ImGui::IsMousePosValid()) if (ImGui::IsMousePosValid())
ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);
@ -7345,11 +7438,12 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
ImGui::Text("Mouse Position: <invalid>"); ImGui::Text("Mouse Position: <invalid>");
if (ImGui::BeginPopupContextWindow()) if (ImGui::BeginPopupContextWindow())
{ {
if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1;
if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2;
if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0;
if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1;
if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2;
if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3;
if (p_open && ImGui::MenuItem("Close")) *p_open = false; if (p_open && ImGui::MenuItem("Close")) *p_open = false;
ImGui::EndPopup(); ImGui::EndPopup();
} }
@ -7397,8 +7491,8 @@ static void ShowExampleAppFullscreen(bool* p_open)
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation. // Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation.
// This apply to all regular items as well. // This applies to all regular items as well.
// Read FAQ section "How can I have multiple widgets with the same label?" for details. // Read FAQ section "How can I have multiple widgets with the same label?" for details.
static void ShowExampleAppWindowTitles(bool*) static void ShowExampleAppWindowTitles(bool*)
{ {
@ -7803,7 +7897,8 @@ void ShowExampleAppDocuments(bool* p_open)
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
app.Documents[doc_n].DoQueueClose(); app.Documents[doc_n].DoQueueClose();
if (ImGui::MenuItem("Exit", "Alt+F4")) {} if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open)
*p_open = false;
ImGui::EndMenu(); ImGui::EndMenu();
} }
ImGui::EndMenuBar(); ImGui::EndMenuBar();

View File

@ -1,4 +1,4 @@
// dear imgui, v1.88 // dear imgui, v1.89.1
// (drawing and font code) // (drawing and font code)
/* /*
@ -35,29 +35,16 @@ Index of this file:
#include "imgui_internal.h" #include "imgui_internal.h"
#ifdef IMGUI_ENABLE_FREETYPE #ifdef IMGUI_ENABLE_FREETYPE
#include "imgui_freetype.h" #include "misc/freetype/imgui_freetype.h"
#endif #endif
#include <stdio.h> // vsnprintf, sscanf, printf #include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca)
#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32)
#include <malloc.h> // alloca
#if !defined(alloca)
#define alloca _alloca // for clang with MS Codegen
#endif
#else
#include <stdlib.h> // alloca
#endif
#endif
// Visual Studio warnings // Visual Studio warnings
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead.
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#endif #endif
@ -67,9 +54,6 @@ Index of this file:
#if __has_warning("-Wunknown-warning-option") #if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif #endif
#if __has_warning("-Walloca")
#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
@ -753,7 +737,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
// Temporary buffer // Temporary buffer
// The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));
ImVec2* temp_normals = _Data->TempBuffer.Data;
ImVec2* temp_points = temp_normals + points_count; ImVec2* temp_points = temp_normals + points_count;
// Calculate normals (tangents) for each line segment // Calculate normals (tangents) for each line segment
@ -1001,7 +986,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
} }
// Compute normals // Compute normals
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 _Data->TempBuffer.reserve_discard(points_count);
ImVec2* temp_normals = _Data->TempBuffer.Data;
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{ {
const ImVec2& p0 = points[i0]; const ImVec2& p0 = points[i0];
@ -1295,6 +1281,7 @@ void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, cons
ImVec2 p1 = _Path.back(); ImVec2 p1 = _Path.back();
if (num_segments == 0) if (num_segments == 0)
{ {
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
} }
else else
@ -1310,6 +1297,7 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3,
ImVec2 p1 = _Path.back(); ImVec2 p1 = _Path.back();
if (num_segments == 0) if (num_segments == 0)
{ {
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
} }
else else
@ -1324,6 +1312,7 @@ IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
{ {
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsoleted in 1.82 (from February 2021)
// Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
// ~0 --> ImDrawFlags_RoundCornersAll or 0 // ~0 --> ImDrawFlags_RoundCornersAll or 0
if (flags == ~0) if (flags == ~0)
@ -2298,10 +2287,11 @@ void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], fl
void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
{ {
IM_ASSERT_PARANOID(w <= stride);
unsigned char* data = pixels + x + y * stride; unsigned char* data = pixels + x + y * stride;
for (int j = h; j > 0; j--, data += stride) for (int j = h; j > 0; j--, data += stride - w)
for (int i = 0; i < w; i++) for (int i = w; i > 0; i--, data++)
data[i] = table[data[i]]; *data = table[*data];
} }
#ifdef IMGUI_ENABLE_STB_TRUETYPE #ifdef IMGUI_ENABLE_STB_TRUETYPE
@ -2318,7 +2308,7 @@ struct ImFontBuildSrcData
int GlyphsHighest; // Highest requested codepoint int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet)
}; };
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
@ -2818,6 +2808,17 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
return &ranges[0]; return &ranges[0];
} }
const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0370, 0x03FF, // Greek and Coptic
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesKorean() const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{ {
static const ImWchar ranges[] = static const ImWchar ranges[] =
@ -3330,11 +3331,21 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
return &Glyphs.Data[i]; return &Glyphs.Data[i];
} }
// Wrapping skips upcoming blanks
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
{
while (text < text_end && ImCharIsBlankA(*text))
text++;
if (*text == '\n')
text++;
return text;
}
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
{ {
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
// For references, possible wrap point marked with ^ // For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!" // "aaa bbb, ccc,ddd. eee fff. ggg!"
// ^ ^ ^ ^ ^__ ^ ^ // ^ ^ ^ ^ ^__ ^ ^
@ -3346,7 +3357,6 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
// Cut words that cannot possibly fit within one line. // Cut words that cannot possibly fit within one line.
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
float line_width = 0.0f; float line_width = 0.0f;
float word_width = 0.0f; float word_width = 0.0f;
float blank_width = 0.0f; float blank_width = 0.0f;
@ -3426,6 +3436,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
s = next_s; s = next_s;
} }
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
if (s == text && text < text_end)
return s + 1;
return s; return s;
} }
@ -3450,11 +3464,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
{ {
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol) if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
if (s >= word_wrap_eol) if (s >= word_wrap_eol)
{ {
@ -3463,13 +3473,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
text_size.y += line_height; text_size.y += line_height;
line_width = 0.0f; line_width = 0.0f;
word_wrap_eol = NULL; word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
continue; continue;
} }
} }
@ -3554,15 +3558,25 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
const float scale = size / FontSize; const float scale = size / FontSize;
const float line_height = FontSize * scale; const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f); const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
// Fast-forward to first visible line // Fast-forward to first visible line
const char* s = text_begin; const char* s = text_begin;
if (y + line_height < clip_rect.y && !word_wrap_enabled) if (y + line_height < clip_rect.y)
while (y + line_height < clip_rect.y && s < text_end) while (y + line_height < clip_rect.y && s < text_end)
{ {
s = (const char*)memchr(s, '\n', text_end - s); const char* line_end = (const char*)memchr(s, '\n', text_end - s);
s = s ? s + 1 : text_end; if (word_wrap_enabled)
{
// FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
// If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
// However it is still better than nothing performing the fast-forward!
s = CalcWordWrapPositionA(scale, s, line_end, wrap_width);
s = CalcWordWrapNextLineStartA(s, text_end);
}
else
{
s = line_end ? line_end + 1 : text_end;
}
y += line_height; y += line_height;
} }
@ -3594,6 +3608,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
const ImU32 col_untinted = col | ~IM_COL32_A_MASK; const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
const char* word_wrap_eol = NULL;
while (s < text_end) while (s < text_end)
{ {
@ -3601,24 +3616,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
{ {
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol) if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
if (s >= word_wrap_eol) if (s >= word_wrap_eol)
{ {
x = start_x; x = start_x;
y += line_height; y += line_height;
word_wrap_eol = NULL; word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
continue; continue;
} }
} }

View File

@ -12,6 +12,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
@ -72,7 +73,7 @@ struct VERTEX_CONSTANT_BUFFER_DX11
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL; return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
} }
// Functions // Functions
@ -97,14 +98,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, NULL, 0); ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, NULL, 0); ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(NULL, NULL, 0); ctx->GSSetShader(nullptr, nullptr, 0);
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state // Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@ -126,7 +127,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
@ -135,12 +136,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0) if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return; return;
} }
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
@ -148,7 +149,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0) if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return; return;
} }
@ -252,7 +253,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -326,13 +327,13 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0; desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = NULL; ID3D11Texture2D* pTexture = nullptr;
D3D11_SUBRESOURCE_DATA subResource; D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels; subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4; subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0; subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != NULL); IM_ASSERT(pTexture != nullptr);
// Create texture view // Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
@ -410,9 +411,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}"; }";
ID3DBlob* vertexShaderBlob; ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK) if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
{ {
vertexShaderBlob->Release(); vertexShaderBlob->Release();
return false; return false;
@ -440,7 +441,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer); bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
} }
} }
@ -463,9 +464,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}"; }";
ID3DBlob* pixelShaderBlob; ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK) if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
{ {
pixelShaderBlob->Release(); pixelShaderBlob->Release();
return false; return false;
@ -525,23 +526,23 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (!bd->pd3dDevice) if (!bd->pd3dDevice)
return; return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; } if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
} }
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
@ -550,9 +551,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device // Get factory from device
IDXGIDevice* pDXGIDevice = NULL; IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = NULL; IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = NULL; IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
@ -573,22 +574,22 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
void ImGui_ImplDX11_Shutdown() void ImGui_ImplDX11_Shutdown()
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = NULL; io.BackendRendererName = nullptr;
io.BackendRendererUserData = NULL; io.BackendRendererUserData = nullptr;
IM_DELETE(bd); IM_DELETE(bd);
} }
void ImGui_ImplDX11_NewFrame() void ImGui_ImplDX11_NewFrame()
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?"); IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler) if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects(); ImGui_ImplDX11_CreateDeviceObjects();

View File

@ -12,6 +12,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@ -67,7 +68,7 @@ struct CUSTOMVERTEX
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL; return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
} }
// Functions // Functions
@ -85,8 +86,8 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
bd->pd3dDevice->SetViewport(&vp); bd->pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
bd->pd3dDevice->SetPixelShader(NULL); bd->pd3dDevice->SetPixelShader(nullptr);
bd->pd3dDevice->SetVertexShader(NULL); bd->pd3dDevice->SetVertexShader(nullptr);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
@ -151,21 +152,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0) if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return; return;
} }
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0) if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return; return;
} }
// Backup the DX9 state // Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL; IDirect3DStateBlock9* d3d9_state_block = nullptr;
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return; return;
if (d3d9_state_block->Capture() < 0) if (d3d9_state_block->Capture() < 0)
@ -237,7 +238,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -279,7 +280,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
@ -296,13 +297,13 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
void ImGui_ImplDX9_Shutdown() void ImGui_ImplDX9_Shutdown()
{ {
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL; io.BackendRendererName = nullptr;
io.BackendRendererUserData = NULL; io.BackendRendererUserData = nullptr;
IM_DELETE(bd); IM_DELETE(bd);
} }
@ -327,11 +328,11 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
#endif #endif
// Upload texture to graphics system // Upload texture to graphics system
bd->FontTexture = NULL; bd->FontTexture = nullptr;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0) if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
return false; return false;
D3DLOCKED_RECT tex_locked_rect; D3DLOCKED_RECT tex_locked_rect;
if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
return false; return false;
for (int y = 0; y < height; y++) for (int y = 0; y < height; y++)
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
@ -363,15 +364,15 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice) if (!bd || !bd->pd3dDevice)
return; return;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
} }
void ImGui_ImplDX9_NewFrame() void ImGui_ImplDX9_NewFrame()
{ {
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?"); IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects(); ImGui_ImplDX9_CreateDeviceObjects();

View File

@ -34,6 +34,9 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
@ -74,7 +77,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
struct ImGui_ImplWin32_Data struct ImGui_ImplWin32_Data
{ {
@ -85,10 +88,10 @@ struct ImGui_ImplWin32_Data
INT64 Time; INT64 Time;
INT64 TicksPerSecond; INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor; ImGuiMouseCursor LastMouseCursor;
bool HasGamepad;
bool WantUpdateHasGamepad;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad;
bool WantUpdateHasGamepad;
HMODULE XInputDLL; HMODULE XInputDLL;
PFN_XInputGetCapabilities XInputGetCapabilities; PFN_XInputGetCapabilities XInputGetCapabilities;
PFN_XInputGetState XInputGetState; PFN_XInputGetState XInputGetState;
@ -103,14 +106,14 @@ struct ImGui_ImplWin32_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
} }
// Functions // Functions
bool ImGui_ImplWin32_Init(void* hwnd) bool ImGui_ImplWin32_Init(void* hwnd)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter; INT64 perf_frequency, perf_counter;
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
@ -126,7 +129,6 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->hWnd = (HWND)hwnd; bd->hWnd = (HWND)hwnd;
bd->WantUpdateHasGamepad = true;
bd->TicksPerSecond = perf_frequency; bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter; bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT; bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
@ -136,6 +138,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
// Dynamically load XInput library // Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bd->WantUpdateHasGamepad = true;
const char* xinput_dll_names[] = const char* xinput_dll_names[] =
{ {
"xinput1_4.dll", // Windows 8+ "xinput1_4.dll", // Windows 8+
@ -160,7 +163,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
void ImGui_ImplWin32_Shutdown() void ImGui_ImplWin32_Shutdown()
{ {
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Unload XInput library // Unload XInput library
@ -169,8 +172,8 @@ void ImGui_ImplWin32_Shutdown()
::FreeLibrary(bd->XInputDLL); ::FreeLibrary(bd->XInputDLL);
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
io.BackendPlatformName = NULL; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = NULL; io.BackendPlatformUserData = nullptr;
IM_DELETE(bd); IM_DELETE(bd);
} }
@ -184,7 +187,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{ {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(NULL); ::SetCursor(nullptr);
} }
else else
{ {
@ -202,7 +205,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
} }
::SetCursor(::LoadCursor(NULL, win32_cursor)); ::SetCursor(::LoadCursor(nullptr, win32_cursor));
} }
return true; return true;
} }
@ -238,10 +241,10 @@ static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
static void ImGui_ImplWin32_UpdateKeyModifiers() static void ImGui_ImplWin32_UpdateKeyModifiers()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL)); io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT)); io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU)); io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS)); io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
} }
static void ImGui_ImplWin32_UpdateMouseData() static void ImGui_ImplWin32_UpdateMouseData()
@ -277,8 +280,8 @@ static void ImGui_ImplWin32_UpdateGamepads()
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return; // return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
@ -292,7 +295,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
XINPUT_STATE xinput_state; XINPUT_STATE xinput_state;
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
return; return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
@ -301,10 +304,10 @@ static void ImGui_ImplWin32_UpdateGamepads()
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
@ -332,7 +335,7 @@ void ImGui_ImplWin32_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?"); IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 }; RECT rect = { 0, 0, 0, 0 };
@ -501,7 +504,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
#endif #endif
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{ {
if (ImGui::GetCurrentContext() == NULL) if (ImGui::GetCurrentContext() == nullptr)
return 0; return 0;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -522,7 +525,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
break; break;
case WM_MOUSELEAVE: case WM_MOUSELEAVE:
if (bd->MouseHwnd == hwnd) if (bd->MouseHwnd == hwnd)
bd->MouseHwnd = NULL; bd->MouseHwnd = nullptr;
bd->MouseTracked = false; bd->MouseTracked = false;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
break; break;
@ -536,7 +539,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL) if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
::SetCapture(hwnd); ::SetCapture(hwnd);
bd->MouseButtonsDown |= 1 << button; bd->MouseButtonsDown |= 1 << button;
io.AddMouseButtonEvent(button, true); io.AddMouseButtonEvent(button, true);
@ -612,9 +615,18 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
io.AddFocusEvent(msg == WM_SETFOCUS); io.AddFocusEvent(msg == WM_SETFOCUS);
return 0; return 0;
case WM_CHAR: case WM_CHAR:
if (::IsWindowUnicode(hwnd))
{
// You can also use ToAscii()+GetKeyboardState() to retrieve characters. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000) if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacterUTF16((unsigned short)wParam); io.AddInputCharacterUTF16((unsigned short)wParam);
}
else
{
wchar_t wch = 0;
::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
io.AddInputCharacter(wch);
}
return 0; return 0;
case WM_SETCURSOR: case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area. // This is required to restore cursor when transitioning from e.g resize borders to client area.
@ -622,8 +634,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 1; return 1;
return 0; return 0;
case WM_DEVICECHANGE: case WM_DEVICECHANGE:
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if ((UINT)wParam == DBT_DEVNODES_CHANGED) if ((UINT)wParam == DBT_DEVNODES_CHANGED)
bd->WantUpdateHasGamepad = true; bd->WantUpdateHasGamepad = true;
#endif
return 0; return 0;
} }
return 0; return 0;
@ -649,11 +663,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{ {
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL; static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
if (RtlVerifyVersionInfoFn == NULL) if (RtlVerifyVersionInfoFn == nullptr)
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == NULL) if (RtlVerifyVersionInfoFn == nullptr)
return FALSE; return FALSE;
RTL_OSVERSIONINFOEXW versionInfo = { }; RTL_OSVERSIONINFOEXW versionInfo = { };
@ -722,10 +736,10 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
if (_IsWindows8Point1OrGreater()) if (_IsWindows8Point1OrGreater())
{ {
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL; static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
if (GetDpiForMonitorFn == NULL && shcore_dll != NULL) if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
if (GetDpiForMonitorFn != NULL) if (GetDpiForMonitorFn != nullptr)
{ {
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
@ -733,11 +747,11 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
} }
} }
#ifndef NOGDI #ifndef NOGDI
const HDC dc = ::GetDC(NULL); const HDC dc = ::GetDC(nullptr);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(NULL, dc); ::ReleaseDC(nullptr, dc);
#endif #endif
return xdpi / 96.0f; return xdpi / 96.0f;
} }

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@ -1,4 +1,4 @@
// dear imgui, v1.88 // dear imgui, v1.89.1
// (tables and columns code) // (tables and columns code)
/* /*
@ -936,11 +936,19 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
width_remaining_for_stretched_columns -= 1.0f; width_remaining_for_stretched_columns -= 1.0f;
} }
// Determine if table is hovered which will be used to flag columns as hovered.
// - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
// but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily
// clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
// - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table->HoveredColumnBody = -1; table->HoveredColumnBody = -1;
table->HoveredColumnBorder = -1; table->HoveredColumnBorder = -1;
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
const ImGuiID backup_active_id = g.ActiveId;
g.ActiveId = 0;
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);
g.ActiveId = backup_active_id;
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
@ -1105,19 +1113,11 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->IsUsingHeaders = false; table->IsUsingHeaders = false;
// [Part 11] Context menu // [Part 11] Context menu
if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) if (TableBeginContextMenuPopup(table))
{
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
{ {
TableDrawContextMenu(table); TableDrawContextMenu(table);
EndPopup(); EndPopup();
} }
else
{
table->IsContextPopupOpen = false;
}
}
// [Part 13] Sanitize and build sort specs before we have a change to use them for display. // [Part 13] Sanitize and build sort specs before we have a change to use them for display.
// This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)
@ -1171,8 +1171,8 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
//GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
KeepAliveID(column_id);
bool hovered = false, held = false; bool hovered = false, held = false;
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
@ -1725,6 +1725,8 @@ void ImGui::TableBeginRow(ImGuiTable* table)
table->RowTextBaseline = 0.0f; table->RowTextBaseline = 0.0f;
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.IsSameLine = window->DC.IsSetPos = false;
window->DC.CursorMaxPos.y = next_y1; window->DC.CursorMaxPos.y = next_y1;
// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
@ -2006,6 +2008,9 @@ void ImGui::TableEndCell(ImGuiTable* table)
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
ImGuiWindow* window = table->InnerWindow; ImGuiWindow* window = table->InnerWindow;
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
// Report maximum position so we can infer content size per column. // Report maximum position so we can infer content size per column.
float* p_max_pos_x; float* p_max_pos_x;
if (table->RowFlags & ImGuiTableRowFlags_Headers) if (table->RowFlags & ImGuiTableRowFlags_Headers)
@ -3000,7 +3005,7 @@ void ImGui::TableHeader(const char* label)
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) if (text_clipped && hovered && g.ActiveId == 0 && IsItemHovered(ImGuiHoveredFlags_DelayNormal))
SetTooltip("%.*s", (int)(label_end - label), label); SetTooltip("%.*s", (int)(label_end - label), label);
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
@ -3035,6 +3040,17 @@ void ImGui::TableOpenContextMenu(int column_n)
} }
} }
bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
{
if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
return false;
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
return true;
table->IsContextPopupOpen = false;
return false;
}
// Output context menu into current window (generally a popup) // Output context menu into current window (generally a popup)
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
void ImGui::TableDrawContextMenu(ImGuiTable* table) void ImGui::TableDrawContextMenu(ImGuiTable* table)
@ -3054,15 +3070,15 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
if (column != NULL) if (column != NULL)
{ {
const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
TableSetColumnWidthAutoSingle(table, column_n); TableSetColumnWidthAutoSingle(table, column_n);
} }
const char* size_all_desc; const char* size_all_desc;
if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
size_all_desc = "Size all columns to fit###SizeAll"; // All fixed size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed
else else
size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed
if (MenuItem(size_all_desc, NULL)) if (MenuItem(size_all_desc, NULL))
TableSetColumnWidthAutoAll(table); TableSetColumnWidthAutoAll(table);
want_separator = true; want_separator = true;
@ -3071,7 +3087,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
// Ordering // Ordering
if (table->Flags & ImGuiTableFlags_Reorderable) if (table->Flags & ImGuiTableFlags_Reorderable)
{ {
if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
table->IsResetDisplayOrderRequest = true; table->IsResetDisplayOrderRequest = true;
want_separator = true; want_separator = true;
} }
@ -3954,6 +3970,7 @@ void ImGui::NextColumn()
{ {
// New row/line: column 0 honor IndentX. // New row/line: column 0 honor IndentX.
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.IsSameLine = false;
columns->LineMinY = columns->LineMaxY; columns->LineMinY = columns->LineMaxY;
} }
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
@ -4005,8 +4022,7 @@ void ImGui::EndColumns()
const ImGuiID column_id = columns->ID + ImGuiID(n); const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
KeepAliveID(column_id); if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test
continue; continue;
bool hovered = false, held = false; bool hovered = false, held = false;

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@ -542,6 +542,15 @@ void VehCustmzrMgr::Draw()
Util::SetMessage(TEXT("Vehicle.RemoveTuneMSG")); Util::SetMessage(TEXT("Vehicle.RemoveTuneMSG"));
} }
ImGui::Spacing(); ImGui::Spacing();
static CVehicle *prevVeh = nullptr;
CVehicle *curVeh = FindPlayerPed()->m_pVehicle;
if (prevVeh != curVeh)
{
m_TuneData.m_bSearchListUpdateRequired = true;
prevVeh = curVeh;
}
Widget::ImageList(m_TuneData, Widget::ImageList(m_TuneData,
[this](std::string& str) [this](std::string& str)
{ {