diff --git a/CMakeLists.txt b/CMakeLists.txt index 2b39741..62c973e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -22,51 +22,41 @@ set(SINJECT_INCLUDE include/utils/error.hpp include/utils/helper.hpp include/utils/query.hpp - - - ) set(SINJECT_SOURCE src/main.cpp src/winres.rc src/window/MainWindow.cpp - + src/app/S-Wisper.c src/app/injector.cpp src/app/network.cpp src/app/format.cpp - src/utils/crypto.cpp src/utils/error.cpp src/utils/helper.cpp - - - ) set(APP_RES src/winres.rc) -if (CMAKE_GENERATOR_PLATFORM STREQUAL "x64") - add_library(sw3_asm OBJECT src/app/S-Wisper-asm.x64.asm) -endif() +# if(CMAKE_GENERATOR_PLATFORM STREQUAL "x64") +add_library(sw3_asm OBJECT src/app/S-Wisper-asm.x64.asm) + +# endif() # Specify MSVC UTF-8 encoding add_compile_options("$<$:/utf-8>") add_compile_options("$<$:/utf-8>") + # make sure link .lib link_libraries("wininet.lib") link_libraries("d3d11.lib") link_libraries("Crypt32.lib") - -add_executable(${PROJECT_NAME} WIN32 ${SINJECT_INCLUDE} ${SINJECT_SOURCE}) +add_executable(${PROJECT_NAME} ${SINJECT_INCLUDE} ${SINJECT_SOURCE}) target_compile_definitions(${PROJECT_NAME} PRIVATE UNICODE _UNICODE) -if (CMAKE_GENERATOR_PLATFORM STREQUAL "win32") - target_link_libraries(${PROJECT_NAME} PRIVATE wininet d3d11 Crypt32 imgui) - -elseif (CMAKE_GENERATOR_PLATFORM STREQUAL "x64") - target_link_libraries(${PROJECT_NAME} PRIVATE wininet d3d11 Crypt32 imgui $) -endif() +# target_link_libraries(${PROJECT_NAME} PRIVATE wininet d3d11 Crypt32 imgui) +target_link_libraries(${PROJECT_NAME} PRIVATE wininet d3d11 Crypt32 imgui $) diff --git a/extern/ImGui/CMakeLists.txt b/extern/ImGui/CMakeLists.txt index b46e8fc..57a8c9c 100644 --- a/extern/ImGui/CMakeLists.txt +++ b/extern/ImGui/CMakeLists.txt @@ -13,10 +13,10 @@ set(IMGUI_SOURCES set(IMGUI_INCLUDE imconfig.h - imgui.h imgui_impl_dx11.h imgui_impl_win32.h imgui_internal.h + imgui.h imstb_rectpack.h imstb_textedit.h imstb_truetype.h diff --git a/extern/ImGui/imconfig.h b/extern/ImGui/imconfig.h index 4dab1b6..c6d9b8d 100644 --- a/extern/ImGui/imconfig.h +++ b/extern/ImGui/imconfig.h @@ -15,7 +15,8 @@ #pragma once //---- Define assertion handler. Defaults to calling assert(). -// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts @@ -83,6 +84,7 @@ //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience. // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE diff --git a/extern/ImGui/imgui.cpp b/extern/ImGui/imgui.cpp index eb84cdd..dc4e7c7 100644 --- a/extern/ImGui/imgui.cpp +++ b/extern/ImGui/imgui.cpp @@ -1,27 +1,28 @@ -// dear imgui, v1.92.3 WIP +// dear imgui, v1.92.6 WIP // (main code and documentation) // Help: -// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. // Resources: // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - Homepage ................... https://github.com/ocornut/imgui -// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases // - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) -// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) // - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui // - Issues & support ........... https://github.com/ocornut/imgui/issues // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) +// - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser) -// For first-time users having issues compiling/linking/running: +// For FIRST-TIME users having issues compiling/linking/running: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. // Since 1.92, we encourage font loading questions to also be posted in 'Issues'. @@ -94,6 +95,7 @@ CODE // [SECTION] SETTINGS // [SECTION] LOCALIZATION // [SECTION] VIEWPORTS, PLATFORM WINDOWS +// [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW // [SECTION] DEBUG LOG WINDOW @@ -122,7 +124,7 @@ CODE Designed primarily for developers and content-creators, not the typical end-user! Some of the current weaknesses (which we aim to address in the future) includes: - - Doesn't look fancy. + - Doesn't look fancy by default. - Limited layout features, intricate layouts are typically crafted in code. @@ -131,7 +133,7 @@ CODE - MOUSE CONTROLS - Mouse wheel: Scroll vertically. - - SHIFT+Mouse wheel: Scroll horizontally. + - Shift+Mouse wheel: Scroll horizontally. - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - Click ^, Double-Click title: Collapse window. - Drag on corner/border: Resize window (double-click to auto fit window to its contents). @@ -139,23 +141,24 @@ CODE - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). - TEXT EDITOR - - Hold SHIFT or Drag Mouse: Select text. - - CTRL+Left/Right: Word jump. - - CTRL+Shift+Left/Right: Select words. - - CTRL+A or Double-Click: Select All. - - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. - - CTRL+Z Undo. - - CTRL+Y or CTRL+Shift+Z: Redo. + - Hold Shift or Drag Mouse: Select text. + - Ctrl+Left/Right: Word jump. + - Ctrl+Shift+Left/Right: Select words. + - Ctrl+A or Double-Click: Select All. + - Ctrl+X, Ctrl+C, Ctrl+V: Use OS clipboard. + - Ctrl+Z Undo. + - Ctrl+Y or Ctrl+Shift+Z: Redo. - ESCAPE: Revert text to its original value. - - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors. + - On macOS, controls are automatically adjusted to match standard macOS text editing and behaviors. + (for 99% of shortcuts, Ctrl is replaced by Cmd on macOS). - KEYBOARD CONTROLS - Basic: - - Tab, SHIFT+Tab Cycle through text editable fields. - - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. - - CTRL+Click Input text into a Slider or Drag widget. + - Tab, Shift+Tab Cycle through text editable fields. + - Ctrl+Tab, Ctrl+Shift+Tab Cycle through windows. + - Ctrl+Click Input text into a Slider or Drag widget. - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: - - Tab, SHIFT+Tab: Cycle through every items. + - Tab, Shift+Tab: Cycle through every items. - Arrow keys Move through items using directional navigation. Tweak value. - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). - Enter Activate item (prefer text input when possible). @@ -164,7 +167,7 @@ CODE - Page Up, Page Down Previous page, next page. - Home, End Scroll to top, scroll to bottom. - Alt Toggle between scrolling layer and menu layer. - - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Ctrl+Tab then Ctrl+Arrows Move window. Hold Shift to resize instead of moving. - Output when ImGuiConfigFlags_NavEnableKeyboard set, - io.WantCaptureKeyboard flag is set when keyboard is claimed. - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. @@ -200,7 +203,7 @@ CODE READ FIRST ---------- - - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Remember to check the wonderful Wiki: https://github.com/ocornut/imgui/wiki - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. @@ -392,6 +395,29 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. +(Docking/Viewport Branch) + - 2025/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) + - likewise io.MousePos and GetMousePos() will use OS coordinates. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + + - 2025/11/06 (1.92.5) - BeginChild: commented out some legacy names which were obsoleted in 1.90.0 (Nov 2023), 1.90.9 (July 2024), 1.91.1 (August 2024): + - ImGuiChildFlags_Border --> ImGuiChildFlags_Borders + - ImGuiWindowFlags_NavFlattened --> ImGuiChildFlags_NavFlattened (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + - ImGuiWindowFlags_AlwaysUseWindowPadding --> ImGuiChildFlags_AlwaysUseWindowPadding (moved to ImGuiChildFlags). BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) + - 2025/11/06 (1.92.5) - Keys: commented out legacy names which were obsoleted in 1.89.0 (August 2022): + - ImGuiKey_ModCtrl --> ImGuiMod_Ctrl + - ImGuiKey_ModShift --> ImGuiMod_Shift + - ImGuiKey_ModAlt --> ImGuiMod_Alt + - ImGuiKey_ModSuper --> ImGuiMod_Super + - 2025/11/06 (1.92.5) - IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8 (Aug 2023). Calling io.ClearInputKeys() is enough. + - 2025/11/06 (1.92.5) - Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right. Use SetNextItemAllowOverlap() _before_ item instead. + - 2025/10/14 (1.92.4) - TreeNode, Selectable, Clipper: commented out legacy names which were obsoleted in 1.89.7 (July 2023) and 1.89.9 (Sept 2023); + - ImGuiTreeNodeFlags_AllowItemOverlap --> ImGuiTreeNodeFlags_AllowOverlap + - ImGuiSelectableFlags_AllowItemOverlap --> ImGuiSelectableFlags_AllowOverlap + - ImGuiListClipper::IncludeRangeByIndices() --> ImGuiListClipper::IncludeItemsByIndex() + - 2025/09/22 (1.92.4) - Viewports: renamed io.ConfigViewportPlatformFocusSetsImGuiFocus to io.ConfigViewportsPlatformFocusSetsImGuiFocus. Was a typo in the first place. (#6299, #6462) - 2025/08/08 (1.92.2) - Backends: SDL_GPU3: Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) - 2025/07/31 (1.92.2) - Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. Kept inline redirection enum (will obsolete). - 2025/06/25 (1.92.0) - Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM @@ -402,6 +428,9 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); Begin(...) + Dummy(ImVec2(200,200)) + End(); - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries. + - 2025/06/11 (1.92.0) - Renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> bool io.ConfigDpiScaleFonts. + - Renamed/moved ImGuiConfigFlags_DpiEnableScaleViewports -> bool io.ConfigDpiScaleViewports. **Neither of those flags are very useful in current code. They will be useful once we merge font changes.** + [there was a bug on 2025/06/12: when using the old config flags names, they were not imported correctly into the new ones, fixed on 2025/09/12] - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED. IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/ As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+). @@ -433,7 +462,7 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: ImFontConfig cfg2; cfg2.MergeMode = true; io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2); - - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate unde + - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph. - Fonts: **IMPORTANT** on Thread Safety: - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even thou we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded. - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont(). @@ -507,6 +536,7 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). + - GetKeyIndex() is removed (obsoleted March 2022). The indirection is now unnecessary. - pre-1.87 backends are not supported: - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields. - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields. @@ -592,6 +622,9 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0); for various reasons those changes makes sense. They are being made because making some of those API public. only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL. + - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611) + - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); + - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...); - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) @@ -1055,6 +1088,7 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: associated with it. Q: What is this library called? + Q: What is the difference between Dear ImGui and traditional UI toolkits? Q: Which version should I get? >> This library is called "Dear ImGui", please don't call it "ImGui" :) >> See https://www.dearimgui.com/faq for details. @@ -1229,13 +1263,13 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures: #endif // Debug options -#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold Ctrl to display for all candidates. Ctrl+Arrow to change last direction. #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window // Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls. static const float FONT_DEFAULT_SIZE = 20.0f; -// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +// When using Ctrl+Tab (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. @@ -1247,6 +1281,9 @@ static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multi static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale +// Docking +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. + //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS //------------------------------------------------------------------------- @@ -1306,7 +1343,7 @@ static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); #ifndef IMGUI_DISABLE_DEBUG_TOOLS static void UpdateDebugToolItemPicker(); -static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolItemPathQuery(); static void UpdateDebugToolFlashStyleColor(); #endif @@ -1322,7 +1359,7 @@ static void UpdateFontsEndFrame(); static void UpdateTexturesNewFrame(); static void UpdateTexturesEndFrame(); static void UpdateSettings(); -static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static int UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); @@ -1333,7 +1370,18 @@ static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, c // Viewports const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); } @@ -1431,6 +1479,10 @@ ImGuiStyle::ImGuiStyle() TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone; TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. TreeLinesRounding = 0.0f; // Radius of lines connecting child nodes to the vertical line. + DragDropTargetRounding = 0.0f; // Radius of the drag and drop target frame. + DragDropTargetBorderSize = 2.0f; // Thickness of the drag and drop target border. + DragDropTargetPadding = 3.0f; // Size to expand the drag and drop target from actual target item size. + ColorMarkerSize = 3.0f; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. @@ -1439,6 +1491,8 @@ ImGuiStyle::ImGuiStyle() SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + DockingNodeHasCloseButton = true; // Docking nodes have their own CloseButton() to close all docked windows. + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). @@ -1495,7 +1549,12 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected; TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor); + DragDropTargetRounding = ImTrunc(DragDropTargetRounding * scale_factor); + DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor); + DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor); + ColorMarkerSize = ImTrunc(ColorMarkerSize * scale_factor); SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor); DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); @@ -1534,6 +1593,20 @@ ImGuiIO::ImGuiIO() ConfigNavCursorVisibleAuto = true; ConfigNavCursorVisibleAlways = false; + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + ConfigDockingNoSplit = false; + ConfigDockingNoDockingOver = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; + ConfigDockingTransparentPayload = false; + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; + ConfigViewportsNoDefaultParent = true; + ConfigViewportsPlatformFocusSetsImGuiFocus = true; + // Miscellaneous options MouseDrawCursor = false; #ifdef __APPLE__ @@ -1637,14 +1710,15 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) AddInputCharacter((unsigned)cp); } -void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +void ImGuiIO::AddInputCharactersUTF8(const char* str) { if (!AppAcceptingEvents) return; - while (*utf8_chars != 0) + const char* str_end = str + strlen(str); + while (*str != 0) { unsigned int c = 0; - utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + str += ImTextCharFromUtf8(&c, str, str_end); AddInputCharacter(c); } } @@ -1693,15 +1767,6 @@ void ImGuiIO::ClearInputMouse() MouseWheel = MouseWheelH = 0.0f; } -// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. -// Current frame character buffer is now also cleared by ClearInputKeys(). -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGuiIO::ClearInputCharacters() -{ - InputQueueCharacters.resize(0); -} -#endif - static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) { ImGuiContext& g = *ctx; @@ -1897,6 +1962,27 @@ void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) g.InputEventsNextMouseSource = source; } +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + void ImGuiIO::AddFocusEvent(bool focused) { IM_ASSERT(Ctx != NULL); @@ -2012,7 +2098,7 @@ bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; - return ((b1 == b2) && (b2 == b3)); + return (b1 == b2) && (b2 == b3); } void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) @@ -2497,6 +2583,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* int len = lengths[*(const unsigned char*)in_text >> 3]; int wanted = len + (len ? 0 : 1); + // IMPORTANT: if in_text_end == NULL it assume we have enough space! if (in_text_end == NULL) in_text_end = in_text + wanted; // Max length, nulls will be taken into account. @@ -2656,17 +2743,29 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e return bytes_count; } -const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p) { - while (in_text_curr > in_text_start) + while (in_p > in_text_start) { - in_text_curr--; - if ((*in_text_curr & 0xC0) != 0x80) - return in_text_curr; + in_p--; + if ((*in_p & 0xC0) != 0x80) + return in_p; } return in_text_start; } +const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p) +{ + if (in_text_start == in_p) + return in_text_start; + const char* prev = ImTextFindPreviousUtf8Codepoint(in_text_start, in_p); + unsigned int prev_c; + int prev_c_len = ImTextCharFromUtf8(&prev_c, prev, in_text_end); + if (prev_c != IM_UNICODE_CODEPOINT_INVALID && prev_c_len <= (int)(in_p - prev)) + return in_p; + return prev; +} + int ImTextCountLines(const char* in_text, const char* in_text_end) { if (in_text_end == NULL) @@ -3099,7 +3198,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE static bool GetSkipItemForListClipping() { ImGuiContext& g = *GImGui; - return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); + return g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems; } static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) @@ -3319,10 +3418,12 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { // Add range selected to be included for navigation const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + const int nav_off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int nav_off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; if (is_nav_request) { - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, 0, 0)); - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, nav_off_min, nav_off_max)); + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, nav_off_min, nav_off_max)); } if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); @@ -3351,9 +3452,7 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) } // Add main visible range - const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; - const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; - data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max)); + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, nav_off_min, nav_off_max)); } // Convert position ranges to item index ranges @@ -3506,6 +3605,11 @@ void ImGui::PopStyleColor(int count) } } +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline, ImGuiCol_UnsavedMarker, +}; + static const ImGuiStyleVarInfo GStyleVarsInfo[] = { { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha @@ -3547,6 +3651,7 @@ static const ImGuiStyleVarInfo GStyleVarsInfo[] = { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize }; const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) @@ -3679,6 +3784,8 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_TabDimmed: return "TabDimmed"; case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected"; case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; case ImGuiCol_PlotLines: return "PlotLines"; case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; case ImGuiCol_PlotHistogram: return "PlotHistogram"; @@ -3692,6 +3799,8 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; case ImGuiCol_TreeLines: return "TreeLines"; case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_DragDropTargetBg: return "DragDropTargetBg"; + case ImGuiCol_UnsavedMarker: return "UnsavedMarker"; case ImGuiCol_NavCursor: return "NavCursor"; case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; @@ -3814,7 +3923,7 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons // Another overly complex function until we reorganize everything into a nice all-in-one helper. // This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. -// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceeding 'float ellipsis_max' and was the same value for 99% of users. +// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceding 'float ellipsis_max' and was the same value for 99% of users. void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { ImGuiContext& g = *GImGui; @@ -3891,6 +4000,18 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } } +// FIXME: Might move those to style if there is a real need. +static const ImU32 GColorMarkers[4] = { IM_COL32(240,20,20,255), IM_COL32(20,240,20,255), IM_COL32(20,20,240,255), IM_COL32(140,140,140,255) }; + +void ImGui::RenderColorComponentMarker(int component_idx, const ImRect& bb, float rounding) +{ + if (!(component_idx >= 0 && component_idx < 4) || (bb.Min.x + 1 >= bb.Max.x)) + return; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderRectFilledInRangeH(window->DrawList, bb, GetColorU32(GColorMarkers[component_idx]), bb.Min.x, ImMin(bb.Min.x + g.Style.ColorMarkerSize, bb.Max.x), rounding); +} + void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags) { ImGuiContext& g = *GImGui; @@ -3938,7 +4059,7 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2])) continue; const ImVec2 pos = base_pos - offset; - const float scale = base_scale; + const float scale = base_scale * viewport->DpiScale; if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); @@ -4029,6 +4150,9 @@ static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, { ImGuiLocKey_OpenLink_s, "Open '%s'" }, { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, }; ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) @@ -4037,6 +4161,14 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) InputTextState.Ctx = this; Initialized = false; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; + TestEngineHookItems = false; + FrameCount = 0; + FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; + Time = 0.0f; + memset(ContextName, 0, sizeof(ContextName)); + ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; + Font = NULL; FontBaked = NULL; FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f; @@ -4044,15 +4176,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); if (shared_font_atlas == NULL) IO.Fonts->OwnerContext = this; - Time = 0.0f; - FrameCount = 0; - FrameCountEnded = FrameCountRendered = -1; WithinEndChildID = 0; - WithinFrameScope = WithinFrameScopeWithImplicitWindow = false; - GcCompactAll = false; - TestEngineHookItems = false; TestEngine = NULL; - memset(ContextName, 0, sizeof(ContextName)); InputEventsNextMouseSource = ImGuiMouseSource_Mouse; InputEventsNextEventId = 1; @@ -4069,7 +4194,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) WheelingWindowReleaseTimer = 0.0f; DebugDrawIdConflictsId = 0; - DebugHookIdInfo = 0; + DebugHookIdInfoId = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdPreviousFrameItemCount = 0; HoveredIdAllowOverlap = false; @@ -4087,10 +4212,10 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) ActiveIdHasBeenEditedThisFrame = false; ActiveIdFromShortcut = false; ActiveIdClickOffset = ImVec2(-1, -1); - ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - ActiveIdDisabledId = 0; + ActiveIdWindow = NULL; ActiveIdMouseButton = -1; + ActiveIdDisabledId = 0; ActiveIdPreviousFrame = 0; memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData)); memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation)); @@ -4105,6 +4230,13 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) CurrentFocusScopeId = 0; CurrentItemFlags = ImGuiItemFlags_None; DebugShowGroupRects = false; + GcCompactAll = false; + + CurrentViewport = NULL; + MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; + ViewportCreatedCount = PlatformWindowsCreatedCount = 0; + ViewportFocusedStampCount = 0; NavCursorVisible = false; NavHighlightItemUnderNav = false; @@ -4159,7 +4291,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) DragDropSourceFrameCount = -1; DragDropMouseButton = -1; DragDropTargetId = 0; - DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropTargetFullViewport = 0; + DragDropAcceptFlagsCurr = DragDropAcceptFlagsPrev = ImGuiDragDropFlags_None; DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; DragDropAcceptFrameCount = -1; @@ -4205,6 +4338,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + DockNodeWindowMenuHandler = NULL; + SettingsLoaded = false; SettingsDirtyTimer = 0.0f; HookIdNext = 0; @@ -4212,12 +4347,12 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) memset(LocalizationTable, 0, sizeof(LocalizationTable)); LogEnabled = false; + LogLineFirstItem = false; LogFlags = ImGuiLogFlags_None; LogWindow = NULL; LogNextPrefix = LogNextSuffix = NULL; LogFile = NULL; LogLinePosY = FLT_MAX; - LogLineFirstItem = false; LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; @@ -4240,6 +4375,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) DebugItemPickerBreakId = 0; DebugFlashStyleColorTime = 0.0f; DebugFlashStyleColorIdx = ImGuiCol_COUNT; + DebugHoveredDockNode = NULL; // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations DebugBreakInWindow = 0; @@ -4255,6 +4391,11 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) memset(TempKeychordName, 0, sizeof(TempKeychordName)); } +ImGuiContext::~ImGuiContext() +{ + IM_ASSERT(Initialized == false && "Forgot to call DestroyContext()?"); +} + void ImGui::Initialize() { ImGuiContext& g = *GImGui; @@ -4286,10 +4427,15 @@ void ImGui::Initialize() // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; g.Viewports.push_back(viewport); g.TempBuffer.resize(1024 * 3 + 1, 0); + g.ViewportCreatedCount++; + g.PlatformIO.Viewports.push_back(g.Viewports[0]); - // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + // Build KeysMayBeCharInput[] lookup table (1 bit per named key) for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period @@ -4298,6 +4444,8 @@ void ImGui::Initialize() g.KeysMayBeCharInput.SetBit(key); #ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); #endif // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow. @@ -4321,12 +4469,17 @@ void ImGui::Shutdown() ImGuiContext& g = *GImGui; IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + for (ImGuiViewportP* viewport : g.Viewports) + { + IM_UNUSED(viewport); + IM_ASSERT_USER_ERROR(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL, "Backend or app forgot to call DestroyPlatformWindows()?"); + } // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) for (ImFontAtlas* atlas : g.FontAtlases) { UnregisterFontAtlas(atlas); - if (atlas->OwnerContext == &g) + if (atlas->RefCount == 0) { atlas->Locked = false; IM_DELETE(atlas); @@ -4342,6 +4495,9 @@ void ImGui::Shutdown() if (g.SettingsLoaded && g.IO.IniFilename != NULL) SaveIniSettingsToDisk(g.IO.IniFilename); + // Shutdown extensions + DockContextShutdown(&g); + CallContextHooks(&g, ImGuiContextHookType_Shutdown); // Clear everything else @@ -4365,6 +4521,7 @@ void ImGui::Shutdown() g.BeginPopupStack.clear(); g.TreeNodeStack.clear(); + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; g.Viewports.clear_delete(); g.TabBars.Clear(); @@ -4404,6 +4561,13 @@ void ImGui::Shutdown() g.Initialized = false; } +// When using multiple context it can be helpful to give name a name. +// (A) Will be visible in debugger, (B) Will be included in all IMGUI_DEBUG_LOG() calls, (C) Should be <= 15 characters long. +void ImGui::SetContextName(ImGuiContext* ctx, const char* name) +{ + ImStrncpy(ctx->ContextName, name, IM_ARRAYSIZE(ctx->ContextName)); +} + // No specific ordering/dependency support, will see as needed ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) { @@ -4447,22 +4611,28 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL NameBufLen = (int)ImStrlen(name) + 1; ID = ImHashStr(name); IDStack.push_back(ID); + ViewportAllowPlatformMonitorExtend = -1; + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); - AutoFitFramesX = AutoFitFramesY = -1; AutoPosLastDirection = ImGuiDir_None; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0; + AutoFitFramesX = AutoFitFramesY = -1; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; + LastFrameJustFocused = -1; LastTimeActive = -1.0f; FontRefSize = 0.0f; FontWindowScale = FontWindowScaleParents = 1.0f; SettingsOffset = -1; + DockOrder = -1; DrawList = &DrawListInst; DrawList->_OwnerName = Name; DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData); NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } ImGuiWindow::~ImGuiWindow() @@ -4478,7 +4648,6 @@ static void SetCurrentWindow(ImGuiWindow* window) g.CurrentWindow = window; g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL; g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; - g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking if (window) { bool backup_skip_items = window->SkipItems; @@ -4636,7 +4805,8 @@ void ImGui::MarkItemEdited(ImGuiID id) // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) - IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); + // FIXME: This assert is getting a bit meaningless over time. It helped detect some unusual use cases but eventually it is becoming an unnecessary restriction. + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || g.NavJustMovedToId || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive)); //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; @@ -4648,8 +4818,8 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; if (g.NavWindow) - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) { // For the purpose of those flags we differentiate "standard popup" from "modal popup" // NB: The 'else' is important because Modal windows are also Popups. @@ -4664,6 +4834,12 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) return false; } + + // Filter by viewport + if (window->Viewport != g.MouseViewport) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) + return false; + return true; } @@ -4736,6 +4912,9 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) bool cancel_is_hovered = true; if (g.ActiveId == window->MoveId && (id == 0 || g.ActiveIdDisabledId == id)) cancel_is_hovered = false; + // When ActiveId == TabId it means user clicked docking tab for the window. + if (g.ActiveId == window->TabId) + cancel_is_hovered = false; if (cancel_is_hovered) return false; } @@ -4909,7 +5088,10 @@ void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiIte static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect) { ImGuiContext& g = *GImGui; - SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); + if (window->DockIsActive) + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.DockTabItemStatusFlags, window->DC.DockTabItemRect); + else + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect); } static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect) @@ -5078,26 +5260,18 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) { + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); } -ImDrawList* ImGui::GetBackgroundDrawList() -{ - ImGuiContext& g = *GImGui; - return GetBackgroundDrawList(g.Viewports[0]); -} - ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { + if (viewport == NULL) + viewport = GImGui->CurrentWindow->Viewport; return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } -ImDrawList* ImGui::GetForegroundDrawList() -{ - ImGuiContext& g = *GImGui; - return GetForegroundDrawList(g.Viewports[0]); -} - ImDrawListSharedData* ImGui::GetDrawListSharedData() { return &GImGui->DrawListSharedData; @@ -5113,17 +5287,43 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) SetActiveID(window->MoveId, window); if (g.IO.ConfigNavCursorVisibleAuto) g.NavCursorVisible = false; - g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingAllKeyboardKeys(); bool can_move_window = true; - if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; + if (ImGuiDockNode* node = window->DockNodeAsHost) + if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; if (can_move_window) g.MovingWindow = window; } +// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. +void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock) +{ + ImGuiContext& g = *GImGui; + bool can_undock_node = false; + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + { + // Can undock if: + // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window) + // - part of a dockspace node hierarchy: so we can undock the last single visible node too. Undocking from a fixed/central node will create a new node and copy windows. + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + can_undock_node = true; + } + + const bool clicked = IsMouseClicked(0); + const bool dragging = IsMouseDragging(0); + if (can_undock_node && dragging) + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) + StartMouseMovingWindow(window); +} + // This is not 100% symetric with StartMouseMovingWindow(). // We do NOT clear ActiveID, because: // - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired. @@ -5131,14 +5331,30 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) void ImGui::StopMouseMovingWindow() { ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.MovingWindow; - // [nb: docking branch has more stuff in this function] + // Ref commits 6b7766817, 36055213c for some partial history on checking if viewport != NULL. + if (window && window->Viewport) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(window, g.MouseViewport); + + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = window->Viewport; + // Clear the NoInputs window flag set by the Viewport system in AddUpdateViewport() + const bool window_can_use_inputs = ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) == false; + if (window_can_use_inputs) + window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; + } g.MovingWindow = NULL; } // Handle mouse moving window -// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// Note: moving window with the navigation keys (Square + d-pad / Ctrl+Tab + Arrows) are processed in NavUpdateWindowing() // FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId. // This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, // but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. @@ -5150,12 +5366,23 @@ void ImGui::UpdateMouseMovingWindowNewFrame() // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. KeepAliveID(g.ActiveId); - IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); - ImGuiWindow* moving_window = g.MovingWindow->RootWindow; - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappeared = (!moving_window->WasActive && !moving_window->Active); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappeared) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; - SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + SetWindowPos(moving_window, pos, ImGuiCond_Always); + if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. + { + moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } + } FocusWindow(g.MovingWindow); } else @@ -5189,26 +5416,28 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (g.NavWindow && g.NavWindow->Appearing) return; + ImGuiWindow* hovered_window = g.HoveredWindow; + // Click on empty space to focus window and start moving - // (after we're done with all our widgets) + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + ImGuiWindow* hovered_root = hovered_window ? hovered_window->RootWindow : NULL; + const bool is_closed_popup = hovered_root && (hovered_root->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(hovered_root->PopupId, ImGuiPopupFlags_AnyPopupLevel); - if (root_window != NULL && !is_closed_popup) + if (hovered_window != NULL && !is_closed_popup) { - StartMouseMovingWindow(g.HoveredWindow); //-V595 + StartMouseMovingWindow(hovered_window); //-V595 - // FIXME: In principal we might be able to call StopMouseMovingWindow() below. + // FIXME: In principle we might be able to call StopMouseMovingWindow() below. // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symetrical, at the later doesn't clear ActiveId. // Cancel moving if clicked outside of title bar - if (g.IO.ConfigWindowsMoveFromTitleBarOnly) - if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) - if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + if ((hovered_window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0) // set by io.ConfigWindowsMoveFromTitleBarOnly + if (!(hovered_root->Flags & ImGuiWindowFlags_NoTitleBar) || hovered_root->DockIsActive) + if (!hovered_root->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; // Cancel moving if clicked over an item which was disabled or inhibited by popups @@ -5219,7 +5448,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() g.ActiveIdDisabledId = g.HoveredId; } } - else if (root_window == NULL && g.NavWindow != NULL) + else if (hovered_window == NULL && g.NavWindow != NULL) { // Clicking on void disable focus FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); @@ -5234,14 +5463,37 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); - ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + bool hovered_window_above_modal = hovered_window && (modal == NULL || IsWindowAbove(hovered_window, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? hovered_window : modal, true); } } +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() +static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) +{ + window->Pos += delta; + window->ClipRect.Translate(delta); + window->OuterRectClipped.Translate(delta); + window->InnerRect.Translate(delta); + window->DC.CursorPos += delta; + window->DC.CursorStartPos += delta; + window->DC.CursorMaxPos += delta; + window->DC.IdealMaxPos += delta; +} + +static void ScaleWindow(ImGuiWindow* window, float scale) +{ + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); +} + static bool IsWindowActiveAndVisible(ImGuiWindow* window) { - return (window->Active) && (!window->Hidden); + return window->Active && !window->Hidden; } // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) @@ -5260,11 +5512,12 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos) // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. bool clear_hovered_windows = false; FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); g.HoveredWindowBeforeClear = g.HoveredWindow; // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? clear_hovered_windows = true; // Disabled mouse hovering (we don't currently clear MousePos, we could) @@ -5366,7 +5619,9 @@ void ImGui::NewFrame() CallContextHooks(&g, ImGuiContextHookType_NewFramePre); // Check and assert for various common IO and Configuration mistakes + g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame; ErrorCheckNewFrameSanityChecks(); + g.ConfigFlagsCurrFrame = g.IO.ConfigFlags; // Load settings on first frame, save settings when modified (after a delay) UpdateSettings(); @@ -5402,14 +5657,17 @@ void ImGui::NewFrame() // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (ImGuiViewportP* viewport : g.Viewports) + { + viewport->DrawData = NULL; viewport->DrawDataP.Valid = false; + } // Drag and drop keep the source ID alive so even if the source disappear our state is consistent if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) KeepAliveID(g.DragDropPayload.SourceId); // [DEBUG] - if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL + if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding Ctrl g.DebugDrawIdConflictsId = 0; if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame; @@ -5486,15 +5744,6 @@ void ImGui::NewFrame() g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. } - // Drag and drop - g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; - g.DragDropAcceptIdCurr = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropWithinSource = false; - g.DragDropWithinTarget = false; - g.DragDropHoldJustPressedId = 0; - g.TooltipPreviousWindow = NULL; - // Close popups on focus lost (currently wip/opt-in) //if (g.IO.AppFocusLost) // ClosePopupsExceptModals(); @@ -5507,12 +5756,40 @@ void ImGui::NewFrame() //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptFlagsPrev = g.DragDropAcceptFlagsCurr; + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + if (g.DragDropActive) + { + // Also works when g.ActiveId==0 (aka leftover payload in progress, no active id) + // You may disable this externally by hijacking the input route: + // 'if (GetDragDropPayload() != NULL) { Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive); } + // but you will not get a return value from Shortcut() due to ActiveIdUsingAllKeyboardKeys logic. You can however poll IsKeyPressed(ImGuiKey_Escape) afterwards. + ImGuiID owner_id = g.ActiveId ? g.ActiveId : ImHashStr("##DragDropCancelHandler"); + if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_RouteGlobal, owner_id)) + { + ClearActiveID(); + ClearDragDrop(); + } + } + g.TooltipPreviousWindow = NULL; + // Update keyboard/gamepad navigation NavUpdate(); // Update mouse input state UpdateMouseInputs(); + // Undocking + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) + DockContextNewFrameUpdateUndocking(&g); + // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; @@ -5577,10 +5854,13 @@ void ImGui::NewFrame() g.CurrentItemFlags = g.ItemFlagsStack.back(); g.GroupStack.resize(0); + // Docking + DockContextNewFrameUpdateDocking(&g); + // [DEBUG] Update debug features #ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); - UpdateDebugToolStackQueries(); + UpdateDebugToolItemPathQuery(); UpdateDebugToolFlashStyleColor(); if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) { @@ -5628,7 +5908,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) return d; if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) return d; - return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); + return a->BeginOrderWithinParent - b->BeginOrderWithinParent; } static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) @@ -5650,7 +5930,8 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = g.Viewports[0]; + ImGuiViewportP* viewport = window->Viewport; + IM_ASSERT(viewport != NULL); g.IO.MetricsRenderWindows++; if (window->DrawList->_Splitter._Count > 1) window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. @@ -5694,17 +5975,25 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) ImGuiIO& io = ImGui::GetIO(); ImDrawData* draw_data = &viewport->DrawDataP; + viewport->DrawData = draw_data; // Make publicly accessible viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; viewport->DrawDataBuilder.Layers[0]->resize(0); viewport->DrawDataBuilder.Layers[1]->resize(0); + // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode, + // and to allow applications/backends to easily skip rendering. + // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure. + // This is because the work has been done already, and its wasted! We should fix that and add optimizations for + // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline. + const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0; + draw_data->Valid = true; draw_data->CmdListsCount = 0; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; - draw_data->DisplaySize = viewport->Size; - draw_data->FramebufferScale = io.DisplayFramebufferScale; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale : io.DisplayFramebufferScale; draw_data->OwnerViewport = viewport; draw_data->Textures = &ImGui::GetPlatformIO().Textures; } @@ -5731,31 +6020,52 @@ void ImGui::PopClipRect() window->ClipRect = window->DrawList->_ClipRectStack.back(); } +static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) +{ + for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--) + if (IsWindowActiveAndVisible(window->DC.ChildWindows[n])) + return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]); + return window; +} + static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport(); + ImGuiViewportP* viewport = window->Viewport; ImRect viewport_rect = viewport->GetMainRect(); // Draw behind window by moving the draw command at the FRONT of the draw list { - // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, - // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. - // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. - ImDrawList* draw_list = window->RootWindow->DrawList; + // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is a little bit complicated, solely to avoid creating/injecting an extra drawlist in drawdata. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + draw_list->ChannelsMerge(); if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) - draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); ImDrawCmd cmd = draw_list->CmdBuffer.back(); - IM_ASSERT(cmd.ElemCount == 6); + IM_ASSERT(cmd.ElemCount == 0); + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + cmd = draw_list->CmdBuffer.back(); draw_list->CmdBuffer.pop_back(); draw_list->CmdBuffer.push_front(cmd); draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. draw_list->PopClipRect(); } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + draw_list->ChannelsMerge(); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); + draw_list->PopClipRect(); + } } ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) @@ -5775,6 +6085,8 @@ ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* par return bottom_most_visible_window; } +// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage. +// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds(). static void ImGui::RenderDimmedBackgrounds() { ImGuiContext& g = *GImGui; @@ -5786,31 +6098,52 @@ static void ImGui::RenderDimmedBackgrounds() if (!dim_bg_for_modal && !dim_bg_for_window_list) return; + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; if (dim_bg_for_modal) { // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; } else if (dim_bg_for_window_list) { - // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + // Draw dimming behind Ctrl+Tab target window and behind Ctrl+Tab UI window RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Active && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + { + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[1] = g.NavWindowingListWindow->Viewport; + } - // Draw border around CTRL+Tab target window + // Draw border around Ctrl+Tab target window ImGuiWindow* window = g.NavWindowingTargetAnim; - ImGuiViewport* viewport = GetMainViewport(); + ImGuiViewport* viewport = window->Viewport; float distance = g.FontSize; ImRect bb = window->Rect(); bb.Expand(distance); if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + window->DrawList->ChannelsMerge(); if (window->DrawList->CmdBuffer.Size == 0) window->DrawList->AddDrawCmd(); window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI window->DrawList->PopClipRect(); } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (ImGuiViewportP* viewport : g.Viewports) + { + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } } // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. @@ -5840,9 +6173,10 @@ void ImGui::EndFrame() ImGuiPlatformImeData* ime_data = &g.PlatformImeData; if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { - IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); - IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch - ImGuiViewport* viewport = GetMainViewport(); + ImGuiViewport* viewport = FindViewportByID(ime_data->ViewportId); + if (viewport == NULL) + viewport = GetMainViewport(); + IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f) for Viewport 0x%08X\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y, viewport->ID); g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); } g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0; @@ -5853,9 +6187,14 @@ void ImGui::EndFrame() g.CurrentWindow->Active = false; End(); - // Update navigation: CTRL+Tab, wrap-around requests + // Update navigation: Ctrl+Tab, wrap-around requests NavEndFrame(); + // Update docking + DockContextEndFrame(&g); + + SetCurrentViewport(NULL, NULL); + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if (g.DragDropActive) { @@ -5885,6 +6224,9 @@ void ImGui::EndFrame() // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); + // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) + UpdateViewportsEndFrame(); + // Sort the window list so that all child windows are after their parent // We cannot do that on FocusWindow() because children may not exist yet g.WindowsTempSortBuffer.resize(0); @@ -5946,7 +6288,7 @@ void ImGui::Render() // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; - windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); for (ImGuiWindow* window : g.Windows) { @@ -6031,8 +6373,15 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi ImGuiWindow* hovered_window = NULL; ImGuiWindow* hovered_window_under_moving_window = NULL; - if (find_first_and_in_any_viewport == false && g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) - hovered_window = g.MovingWindow; + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) + ImGuiViewportP* backup_moving_window_viewport = NULL; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + { + backup_moving_window_viewport = g.MovingWindow->Viewport; + g.MovingWindow->Viewport = g.MouseViewport; + if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + } ImVec2 padding_regular = g.Style.TouchExtraPadding; ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding)); @@ -6044,6 +6393,9 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) continue; + IM_ASSERT(window->Viewport); + if (window->Viewport != g.MouseViewport) + continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; @@ -6070,7 +6422,7 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi if (hovered_window == NULL) hovered_window = window; IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) hovered_window_under_moving_window = window; if (hovered_window && hovered_window_under_moving_window) break; @@ -6080,6 +6432,8 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi *out_hovered_window = hovered_window; if (out_hovered_window_under_moving_window != NULL) *out_hovered_window_under_moving_window = hovered_window_under_moving_window; + if (find_first_and_in_any_viewport == false && g.MovingWindow) + g.MovingWindow->Viewport = backup_moving_window_viewport; } bool ImGui::IsItemActive() @@ -6104,7 +6458,7 @@ bool ImGui::IsItemDeactivated() ImGuiContext& g = *GImGui; if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount); + return g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount; } bool ImGui::IsItemDeactivatedAfterEdit() @@ -6117,7 +6471,16 @@ bool ImGui::IsItemDeactivatedAfterEdit() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; - return g.NavId == g.LastItemData.ID && g.NavId != 0; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + + // Special handling for the dummy item after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) + return false; + + return true; } // Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! @@ -6189,16 +6552,16 @@ void ImGui::SetNextItemAllowOverlap() #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. -// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. -void ImGui::SetItemAllowOverlap() -{ - ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; - if (g.HoveredId == id) - g.HoveredIdAllowOverlap = true; - if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. - g.ActiveIdAllowOverlap = true; -} +// Use SetNextItemAllowOverlap() *before* your item instead of calling this! +//void ImGui::SetItemAllowOverlap() +//{ +// ImGuiContext& g = *GImGui; +// ImGuiID id = g.LastItemData.ID; +// if (g.HoveredId == id) +// g.HoveredIdAllowOverlap = true; +// if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. +// g.ActiveIdAllowOverlap = true; +//} #endif // This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations. @@ -6266,10 +6629,10 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) - child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; - if (window_flags & ImGuiWindowFlags_NavFlattened) - child_flags |= ImGuiChildFlags_NavFlattened; + //if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + // child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; + //if (window_flags & ImGuiWindowFlags_NavFlattened) + // child_flags |= ImGuiChildFlags_NavFlattened; #endif if (child_flags & ImGuiChildFlags_AutoResizeX) child_flags &= ~ImGuiChildFlags_ResizeX; @@ -6277,7 +6640,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I child_flags &= ~ImGuiChildFlags_ResizeY; // Set window flags - window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking; window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) window_flags |= ImGuiWindowFlags_AlwaysAutoResize; @@ -6434,6 +6797,7 @@ static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, b window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); } ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) @@ -6450,10 +6814,19 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { - window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y)); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->ViewportPos = main_viewport->Pos; + if (settings->ViewportId) + { + window->ViewportId = settings->ViewportId; + window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); + } + window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); if (settings->Size.x > 0 && settings->Size.y > 0) window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; + window->DockId = settings->DockId; + window->DockOrder = settings->DockOrder; } static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) @@ -6463,7 +6836,8 @@ static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* s const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->Pos = main_viewport->Pos + ImVec2(60, 60); window->Size = window->SizeFull = ImVec2(0, 0); - window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + window->ViewportPos = main_viewport->Pos; + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; if (settings != NULL) { @@ -6511,6 +6885,16 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) return window; } +static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) +{ + return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window; +} + +static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) +{ + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; +} + static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) { // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) @@ -6520,17 +6904,17 @@ static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) ImVec2 size_min; if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) { - size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; - size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE; } else { - size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; - size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : IMGUI_WINDOW_HARD_MIN_SIZE; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : IMGUI_WINDOW_HARD_MIN_SIZE; } // Reduce artifacts with very small windows - ImGuiWindow* window_for_height = window; + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); return size_min; } @@ -6584,18 +6968,28 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } -static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents, int axis_mask) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); + ImVec2 size_desired; + size_desired[ImGuiAxis_X] = (axis_mask & 1) ? size_contents.x + size_pad.x + decoration_w_without_scrollbars : window->Size.x; + size_desired[ImGuiAxis_Y] = (axis_mask & 2) ? size_contents.y + size_pad.y + decoration_h_without_scrollbars : window->Size.y; // Determine maximum window size // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction - ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX); + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0) + { + if (!window->ViewportOwned) + size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f; + } if (window->Flags & ImGuiWindowFlags_Tooltip) { @@ -6607,14 +7001,6 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont ImVec2 size_min = CalcWindowMinSize(window); ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max); - // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars, - // we may need to compute/store three variants of size_auto_fit, for x/y/xy. - // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well: - if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & (ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeY))) - size_auto_fit.y = window->SizeFull.y; - else if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && !(window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_AutoResizeX))) - size_auto_fit.x = window->SizeFull.x; - // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); @@ -6633,7 +7019,7 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) ImVec2 size_contents_current; ImVec2 size_contents_ideal; CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); - ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal, ~0); ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } @@ -6642,13 +7028,25 @@ static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) { if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) return ImGuiCol_PopupBg; - if (window->Flags & ImGuiWindowFlags_ChildWindow) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) return ImGuiCol_ChildBg; return ImGuiCol_WindowBg; } -static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target_arg, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) { + ImVec2 corner_target = corner_target_arg; + if (window->Flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + ImGuiWindow* parent_window = window->ParentWindow; + ImGuiWindowFlags parent_flags = parent_window->Flags; + ImRect limit_rect = parent_window->InnerRect; + limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); + if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar)) + corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x); + if (parent_flags & ImGuiWindowFlags_NoScrollbar) + corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y); + } ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right ImVec2 size_expected = pos_max - pos_min; @@ -6708,7 +7106,7 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { IM_ASSERT(n >= 0 && n < 4); - ImGuiID id = window->ID; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); return id; @@ -6719,7 +7117,7 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) { IM_ASSERT(dir >= 0 && dir < 4); int n = (int)dir + 4; - ImGuiID id = window->ID; + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); return id; @@ -6727,7 +7125,7 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double-click on resize grip) -static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; @@ -6745,13 +7143,23 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si const float grip_hover_outer_size = g.WindowsBorderHoverPadding; ImRect clamp_rect = visibility_rect; - const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + const bool window_move_from_title_bar = !(window->BgClickFlags & ImGuiWindowBgClickFlags_Move) && !(window->Flags & ImGuiWindowFlags_NoTitleBar); if (window_move_from_title_bar) clamp_rect.Min.y -= window->TitleBarHeight; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + if (clip_with_viewport_rect) + window->ClipRect = window->Viewport->GetMainRect(); + // Resize grips and borders are on layer 1 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; @@ -6777,6 +7185,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si if (held && g.IO.MouseDoubleClicked[0]) { // Auto-fit when double-clicking + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, ~0); size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); ret_auto_fit_mask = 0x03; // Both axes ClearActiveID(); @@ -6793,7 +7202,8 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si } // Only lower-left grip is visible before hovering/activating - if (resize_grip_n == 0 || held || hovered) + const bool resize_grip_visible = held || hovered || (resize_grip_n == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + if (resize_grip_visible) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } @@ -6822,10 +7232,10 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si if (held && g.IO.MouseDoubleClicked[0]) { // Double-clicking bottom or right border auto-fit on this axis - // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars. // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. if (border_n == 1 || border_n == 3) // Right and bottom border { + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, 1 << axis); size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; ret_auto_fit_mask |= (1 << axis); hovered = held = false; // So border doesn't show highlighted at new position @@ -6837,7 +7247,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! - const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false)); + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true)); if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) { g.WindowResizeBorderExpectedRect = border_rect; @@ -6868,17 +7278,6 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); border_target = ImClamp(border_target, clamp_min, clamp_max); - if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent - { - ImGuiWindow* parent_window = window->ParentWindow; - ImGuiWindowFlags parent_flags = parent_window->Flags; - ImRect border_limit_rect = parent_window->InnerRect; - border_limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize))); - if ((axis == ImGuiAxis_X) && ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))) - border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); - if ((axis == ImGuiAxis_Y) && (parent_flags & ImGuiWindowFlags_NoScrollbar)) - border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); - } if (!ignore_resize) CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } @@ -6895,7 +7294,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si // Navigation resize (keyboard/gamepad) // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. // Not even sure the callback works here. - if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) { ImVec2 nav_resize_dir; if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) @@ -6922,8 +7321,8 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si } // Apply back modified position/size to window - const ImVec2 curr_pos = window->Pos; - const ImVec2 curr_size = window->SizeFull; + const ImVec2 old_pos = window->Pos; + const ImVec2 old_size = window->SizeFull; if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) window->Size.x = window->SizeFull.x = size_target.x; if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) @@ -6932,7 +7331,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si window->Pos.x = ImTrunc(pos_target.x); if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) window->Pos.y = ImTrunc(pos_target.y); - if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) + if (old_pos.x != window->Pos.x || old_pos.y != window->Pos.y || old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); // Recalculate next expected border expected coordinates @@ -6944,9 +7343,11 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) { - ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + const bool move_from_title_bar_only = (window->BgClickFlags & ImGuiWindowBgClickFlags_Move) == 0; + if (move_from_title_bar_only && window->DockNodeAsHost) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. + else if (move_from_title_bar_only && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) size_for_clamping.y = window->TitleBarHeight; window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } @@ -6981,7 +7382,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual } - if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { float y = window->Pos.y + window->TitleBarHeight - 1; window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize); @@ -7011,6 +7412,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar const float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); g.Style.FrameBorderSize = backup_border_size; } @@ -7019,23 +7422,58 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar // Window background if (!(flags & ImGuiWindowFlags_NoBackground)) { + bool is_docking_transparent_payload = false; + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) + is_docking_transparent_payload = true; + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); - bool override_alpha = false; - float alpha = 1.0f; - if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) + if (window->ViewportOwned) + { + bg_col |= IM_COL32_A_MASK; // No alpha + if (is_docking_transparent_payload) + window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; + } + else { - alpha = g.NextWindowData.BgAlphaVal; - override_alpha = true; + // Adjust alpha. For docking + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (is_docking_transparent_payload) + { + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); } - if (override_alpha) - bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } @@ -7049,6 +7487,27 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } + // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock + ImGuiDockNode* node = window->DockNode; + if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) + { + float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f); + float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f); + ImVec2 p = node->Pos; + ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); + bool hovered, held; + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + node->WantHiddenTabBarToggle = true; + else if (held && IsMouseDragging(0)) + StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button + + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); + } + // Scrollbars if (window->ScrollbarX) Scrollbar(ImGuiAxis_X); @@ -7073,13 +7532,14 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } } - // Borders - if (handle_borders_and_resize_grips) + // Borders (for dock node host they will be rendered over after the tab bar) + if (handle_borders_and_resize_grips && !window->DockNodeAsHost) RenderWindowOuterBorders(window); } window->DC.NavLayerCurrent = ImGuiNavLayer_Main; } +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. // Render title text, collapse button, close button void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { @@ -7121,7 +7581,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) if (has_collapse_button) - if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function // Close button @@ -7165,7 +7625,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; if (marker_pos.x > layout_r.Min.x) { - RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_UnsavedMarker)); clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); } } @@ -7177,12 +7637,16 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) - window->RootWindow = parent_window->RootWindow; + { + window->RootWindowDockTree = parent_window->RootWindowDockTree; + if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) + window->RootWindow = parent_window->RootWindow; + } if (parent_window && (flags & ImGuiWindowFlags_Popup)) window->RootWindowPopupTree = parent_window->RootWindowPopupTree; - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip))) // FIXME: simply use _NoTitleBar ? window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened) { @@ -7261,22 +7725,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); - // Update the Appearing flag - bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } - window->Appearing = window_just_activated_by_user; - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; if (first_begin_of_the_frame) { UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; window->LastFrameActive = current_frame; @@ -7289,9 +7755,43 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) flags = window->Flags; } + // Docking + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasDock) + SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); + if (first_begin_of_the_frame) + { + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool dock_node_was_visible = window->DockNodeIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; + if (has_dock_node || new_auto_dock_node) + { + BeginDocked(window, p_open); + flags = window->Flags; + if (window->DockIsActive) + { + IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.HasFlags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } + + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + } + } + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; - ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); // We allow window memory to be compacted so recreate the base stack when needed. @@ -7317,11 +7817,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) UpdateWindowParentAndRootLinks(window, flags, parent_window); window->ParentWindowInBeginStack = parent_window_in_stack; + // Focus route // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, - // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) - window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL; + // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL; + if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL) + if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute) + window->ParentWindowForFocusRoute = window->DockNode->HostWindow; + + // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute() + if (window->WindowClass.FocusRouteParentWindowId != 0) + { + window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); + IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. + } - // Inherent SetWindowFontScale() from parent until we fix this system... + // Inherit SetWindowFontScale() from parent until we fix this system... window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; } @@ -7386,6 +7897,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; else if (first_begin_of_the_frame) window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowClass) + window->WindowClass = g.NextWindowData.WindowClass; if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed) SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus) @@ -7415,6 +7928,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later + } // Restore buffer capacity when woken from a compacted state, to avoid if (window->MemoryCompacted) @@ -7423,9 +7941,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; - if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) window_title_visible_elsewhere = true; - if (flags & ImGuiWindowFlags_ChildMenu) + else if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using Ctrl+Tab + window_title_visible_elsewhere = true; + else if (flags & ImGuiWindowFlags_ChildMenu) window_title_visible_elsewhere = true; if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) { @@ -7438,6 +7958,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update contents size from last frame for auto-fitting (or use explicit size) CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -7465,20 +7989,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // SELECT VIEWPORT - // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); - SetWindowViewport(window, viewport); + WindowSelectViewport(window); + SetCurrentViewport(window, window->Viewport); SetCurrentWindow(window); + flags = window->Flags; // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style. - if (flags & ImGuiWindowFlags_ChildWindow) + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow)) window->WindowBorderSize = style.ChildBorderSize; else window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; window->WindowPadding = style.WindowPadding; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. @@ -7499,7 +8025,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing - if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive) { // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), // so verify that we don't have items over the title bar. @@ -7533,36 +8059,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ScrollbarSizes = ImVec2(0.0f, 0.0f); // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) - { - // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. - if (!window_size_x_set_by_api) - { - window->SizeFull.x = size_auto_fit.x; - use_current_size_for_scrollbar_x = true; - } - if (!window_size_y_set_by_api) - { - window->SizeFull.y = size_auto_fit.y; - use_current_size_for_scrollbar_y = true; - } - } - else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + // - Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + // - We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + // - Auto-fit may only grow window during the first few frames. { - // Auto-fit may only grow window during the first few frames - // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. - if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + const bool size_auto_fit_x_always = !window_size_x_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_y_always = !window_size_y_set_by_api && (flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed; + const bool size_auto_fit_x_current = !window_size_x_set_by_api && (window->AutoFitFramesX > 0); + const bool size_auto_fit_y_current = !window_size_y_set_by_api && (window->AutoFitFramesY > 0); + int size_auto_fit_mask = 0; + if (size_auto_fit_x_always || size_auto_fit_x_current) + size_auto_fit_mask |= (1 << ImGuiAxis_X); + if (size_auto_fit_y_always || size_auto_fit_y_current) + size_auto_fit_mask |= (1 << ImGuiAxis_Y); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal, size_auto_fit_mask); + + const ImVec2 old_size = window->SizeFull; + if (size_auto_fit_x_always || size_auto_fit_x_current) { - window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + if (size_auto_fit_x_always) + window->SizeFull.x = size_auto_fit.x; + else + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; use_current_size_for_scrollbar_x = true; } - if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + if (size_auto_fit_y_always || size_auto_fit_y_current) { - window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + if (size_auto_fit_y_always) + window->SizeFull.y = size_auto_fit.y; + else + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; use_current_size_for_scrollbar_y = true; } - if (!window->Collapsed) + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); } @@ -7600,23 +8129,65 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); + // Late create viewport if we don't fit within our current host viewport. + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized)) + if (!window->Viewport->GetMainRect().Contains(window->Rect())) + { + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + + // FIXME-DPI + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + SetCurrentViewport(window, window->Viewport); + SetCurrentWindow(window); + } + + if (window->ViewportOwned) + WindowSyncOwnedViewport(window, parent_window_in_stack); + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. - ImRect viewport_rect(viewport->GetMainRect()); - ImRect viewport_work_rect(viewport->GetWorkRect()); + ImRect viewport_rect(window->Viewport->GetMainRect()); + ImRect viewport_work_rect(window->Viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + // FIXME: Similar to code in GetWindowAllowedExtentRect() if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) - if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) + { + if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) + { ClampWindowPos(window, visibility_rect); - window->Pos = ImTrunc(window->Pos); - - // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) - // Large values tend to lead to variety of artifacts and are not recommended. - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + } + else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) + { + if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree) + { + // While moving windows we allow them to straddle monitors (#7299, #3071) + visibility_rect = g.PlatformMonitorsFullWorkRect; + } + else + { + // When not moving ensure visible in its monitor + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. + const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); + visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize); + } + visibility_rect.Expand(-visibility_padding); + ClampWindowPos(window, visibility_rect); + } + } + window->Pos = ImTrunc(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + if (window->ViewportOwned || window->DockIsActive) + window->WindowRounding = 0.0f; + else + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) @@ -7628,7 +8199,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { if (flags & ImGuiWindowFlags_Popup) want_focus = true; - else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) want_focus = true; } @@ -7650,17 +8221,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Decide if we are going to handle borders and resize grips // 'window->SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815) // Whenever we add support for full decorated child windows we will likely make this logic more general. - bool handle_borders_and_resize_grips = true; + bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); if ((flags & ImGuiWindowFlags_ChildWindow) && window->ParentWindow->SkipItems) handle_borders_and_resize_grips = false; // Handle manual resize: Resize Grips, Borders, Gamepad + // Child windows can only be resized when they have the flags set. The resize grip allows resizing in both directions, so it should appear only if both flags are set. int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + int resize_grip_count; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) + resize_grip_count = ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) ? 1 : 0; + else + resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (handle_borders_and_resize_grips && !window->Collapsed) - if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + if (int auto_fit_mask = UpdateWindowManualResize(window, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) { if (auto_fit_mask & (1 << ImGuiAxis_X)) use_current_size_for_scrollbar_x = true; @@ -7670,6 +8247,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ResizeBorderHovered = (signed char)border_hovered; window->ResizeBorderHeld = (signed char)border_held; + // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either) + if (window->ViewportOwned) + { + if (!window->Viewport->PlatformRequestMove) + window->Viewport->Pos = window->Pos; + if (!window->Viewport->PlatformRequestResize) + window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); + viewport_rect = window->Viewport->GetMainRect(); + } + + // Save last known viewport position within the window itself (so it can be saved in .ini file and restored) + window->ViewportPos = window->Viewport->Pos; + // SCROLLBAR VISIBILITY // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). @@ -7722,6 +8313,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const ImRect outer_rect = window->Rect(); const ImRect title_bar_rect = window->TitleBarRect(); window->OuterRectClipped = outer_rect; + if (window->DockIsActive) + window->OuterRectClipped.Min.y += window->TitleBarHeight; window->OuterRectClipped.ClipWith(host_rect); // Inner rectangle @@ -7772,12 +8365,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Setup draw list and outer clipping rectangle IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); - window->DrawList->PushTexture(g.Font->ContainerAtlas->TexRef); + window->DrawList->PushTexture(g.Font->OwnerAtlas->TexRef); PushClipRect(host_rect.Min, host_rect.Max, false); // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; + if (is_undocked_or_docked_visible) { bool render_decorations_in_parent = false; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) @@ -7795,7 +8390,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); if (render_decorations_in_parent) @@ -7883,6 +8478,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->AutoFitFramesY > 0) window->AutoFitFramesY--; + // Clear SetNextWindowXXX data (can aim to move this higher in the function) + g.NextWindowData.ClearFlags(); + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) // We ImGuiFocusRequestFlags_UnlessBelowModal to: // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. @@ -7892,7 +8490,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (want_focus && window == g.NavWindow) NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls - // Pressing CTRL+C copy window content into the clipboard + // Close requested by platform window (apply to all windows in this viewport) + // FIXME: Investigate removing the 'window->Viewport != GetMainViewport()' test, which seems superfluous. + if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport()) + if (window->DockNode == NULL || (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name); + *p_open = false; + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on Alt-F4 so we disable Alt for menu toggle. False positive not an issue. // FIXME-NAV: Try removing. + } + + // Pressing Ctrl+C copy window content into the clipboard // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope. // [EXPERIMENTAL] Text outputs has many issues. if (g.IO.ConfigWindowsCopyContentsWithCtrlC) @@ -7900,8 +8508,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) LogToClipboard(0); // Title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive) + LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; @@ -7909,6 +8519,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (flags & ImGuiWindowFlags_Tooltip) g.TooltipPreviousWindow = window; + if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) + BeginDockableDragDropSource(window); + + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. + if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) + if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) + if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + BeginDockableDragDropTarget(window); + } + + // Set default BgClickFlags + // This is set at the end of this function, so UpdateWindowManualResize()/ClampWindowPos() may use last-frame value if overriden by user code. + // FIXME: The general intent is that we will later expose config options to default to enable scrolling + select scrolling mouse button. + window->BgClickFlags = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->BgClickFlags : (g.IO.ConfigWindowsMoveFromTitleBarOnly ? ImGuiWindowBgClickFlags_None : ImGuiWindowBgClickFlags_Move); + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None; @@ -7938,26 +8567,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowActiveForSkipRefresh(window); // Append + SetCurrentViewport(window, window->Viewport); SetCurrentWindow(window); + g.NextWindowData.ClearFlags(); SetLastItemDataForWindow(window, window->TitleBarRect()); } - if (!window->SkipRefresh) + if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) window->WriteAccessed = false; window->BeginCount++; - g.NextWindowData.ClearFlags(); // Update visibility if (first_begin_of_the_frame && !window->SkipRefresh) { + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + if (window->DockIsActive && !window->DockTabIsVisible) + { + if (window->LastFrameJustFocused == g.FrameCount) + window->HiddenFramesCannotSkipItems = 1; + else + window->HiddenFramesCanSkipItems = 1; + } + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) { // Child window can be out of sight and have "negative" clip windows. // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive); const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); if (!g.LogEnabled && !nav_request) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) @@ -7996,6 +8638,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) skip_items = true; window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // Sanity check: there are two spots which can set Appearing = true + // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } else if (first_begin_of_the_frame) { @@ -8032,14 +8684,14 @@ void ImGui::End() ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back(); // Error checking: verify that user doesn't directly call End() on a child window. - if (window->Flags & ImGuiWindowFlags_ChildWindow) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) EndColumns(); - if (!window->SkipRefresh) - PopClipRect(); // Inner window clip rectangle + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh) // Pop inner window clip rectangle + PopClipRect(); PopFocusScope(); if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window) EndDisabledOverrideReenable(); @@ -8057,6 +8709,11 @@ void ImGui::End() if (window->DC.IsSetPos) ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + // Docking: report contents sizes to parent to allow for auto-resize + if (window->DockNode && window->DockTabIsVisible) + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; + // Pop from window stack g.LastItemData = window_stack_data.ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) @@ -8070,6 +8727,8 @@ void ImGui::End() g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); + if (g.CurrentWindow) + SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); } void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) @@ -8181,7 +8840,7 @@ void ImGui::PopTextWrapPos() window->DC.TextWrapPosStack.pop_back(); } -static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy) +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) { ImGuiWindow* last_window = NULL; while (last_window != window) @@ -8190,13 +8849,15 @@ static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierar window = window->RootWindow; if (popup_hierarchy) window = window->RootWindowPopupTree; - } + if (dock_hierarchy) + window = window->RootWindowDockTree; + } return window; } -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy) +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) { - ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy); + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); if (window_root == potential_parent) return true; while (window != NULL) @@ -8210,6 +8871,15 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, return false; } +bool ImGui::IsWindowInBeginStack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int n = g.CurrentWindowStack.Size - 1; n >= 0; n--) + if (g.CurrentWindowStack[n].Window == window) + return true; + return false; +} + bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window->RootWindow == potential_parent) @@ -8261,12 +8931,13 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT(cur_window); // Not inside a Begin()/End() const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; if (flags & ImGuiHoveredFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); bool result; if (flags & ImGuiHoveredFlags_ChildWindows) - result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); else result = (ref_window == cur_window); if (!result) @@ -8292,6 +8963,18 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) return true; } +ImGuiID ImGui::GetWindowDockID() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockId; +} + +bool ImGui::IsWindowDocked() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->DockIsActive; +} + float ImGui::GetWindowWidth() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -8328,6 +9011,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) if (offset.x == 0.0f && offset.y == 0.0f) return; MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. window->DC.IdealMaxPos += offset; @@ -8449,6 +9133,7 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; } void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) @@ -8505,6 +9190,29 @@ void ImGui::SetNextWindowBgAlpha(float alpha) g.NextWindowData.BgAlphaVal = alpha; } +void ImGui::SetNextWindowViewport(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasViewport; + g.NextWindowData.ViewportId = id; +} + +void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasDock; + g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.DockId = id; +} + +void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit + g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasWindowClass; + g.NextWindowData.WindowClass = *window_class; +} + // This is experimental and meant to be a toy for exploring a future/wider range of features. void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags) { @@ -8519,6 +9227,19 @@ ImDrawList* ImGui::GetWindowDrawList() return window->DrawList; } +float ImGui::GetWindowDpiScale() +{ + ImGuiContext& g = *GImGui; + return g.CurrentDpiScale; +} + +ImGuiViewport* ImGui::GetWindowViewport() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport); + return g.CurrentViewport; +} + ImFont* ImGui::GetFont() { return GImGui->Font; @@ -8833,6 +9554,8 @@ void ImGui::RegisterFontAtlas(ImFontAtlas* atlas) atlas->RefCount++; g.FontAtlases.push_back(atlas); ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData); + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; } void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas) @@ -8842,6 +9565,8 @@ void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas) ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData); g.FontAtlases.find_erase(atlas); atlas->RefCount--; + for (ImTextureData* tex : atlas->TexList) + tex->RefCount = (unsigned short)atlas->RefCount; } // Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList. @@ -8865,7 +9590,7 @@ void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float f #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS IM_ASSERT(font->Scale > 0.0f); #endif - ImFontAtlas* atlas = font->ContainerAtlas; + ImFontAtlas* atlas = font->OwnerAtlas; g.DrawListSharedData.FontAtlas = atlas; g.DrawListSharedData.Font = font; ImFontAtlasUpdateDrawListsSharedData(atlas); @@ -8980,7 +9705,7 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); #endif return id; @@ -8992,7 +9717,7 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); #endif return id; @@ -9004,7 +9729,7 @@ ImGuiID ImGuiWindow::GetID(int n) ImGuiID id = ImHashData(&n, sizeof(n), seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); #endif return id; @@ -9067,7 +9792,7 @@ void ImGui::PushOverrideID(ImGuiID id) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; #ifndef IMGUI_DISABLE_DEBUG_TOOLS - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); #endif window->IDStack.push_back(id); @@ -9081,7 +9806,7 @@ ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); #endif return id; @@ -9092,7 +9817,7 @@ ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) ImGuiID id = ImHashData(&n, sizeof(n), seed); #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) + if (g.DebugHookIdInfoId == id) DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); #endif return id; @@ -9307,7 +10032,7 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo if (t0 >= t1) return 0; if (repeat_rate <= 0.0f) - return (t0 < repeat_delay) && (t1 >= repeat_delay); + return t0 < repeat_delay && t1 >= repeat_delay; const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); const int count = count_t1 - count_t0; @@ -9363,7 +10088,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; - routing_entry->RoutingNextScore = 255; + routing_entry->RoutingNextScore = 0; if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) continue; rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer @@ -9432,23 +10157,24 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) return routing_data; } -// Current score encoding (lower is highest priority): -// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive -// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active) -// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused -// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) -// - 254: ImGuiInputFlags_RouteGlobal -// - 255: never route +// Current score encoding +// - 0: Never route +// - 1: ImGuiInputFlags_RouteGlobal (lower priority) +// - 100..199: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// 200: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused +// 300: ImGuiInputFlags_RouteActive or ImGuiInputFlags_RouteFocused (if item active) +// 400: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive +// - 500..599: ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteOverActive (if window in focus-stack) (higher priority) // 'flags' should include an explicit routing policy static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; if (flags & ImGuiInputFlags_RouteFocused) { - // ActiveID gets top priority + // ActiveID gets high priority // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) if (owner_id != 0 && g.ActiveId == owner_id) - return 1; + return 300; // Score based on distance to focused window (lower is better) // Assuming both windows are submitting a routing request, @@ -9458,25 +10184,32 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. // This essentially follow the window->ParentWindowForFocusRoute chain. if (focus_scope_id == 0) - return 255; + return 0; for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) - return 3 + index_in_focus_path; - return 255; + { + if (flags & ImGuiInputFlags_RouteOverActive) // && g.ActiveId != 0 && g.ActiveId != owner_id) + return 599 - index_in_focus_path; + else + return 199 - index_in_focus_path; + } + return 0; } else if (flags & ImGuiInputFlags_RouteActive) { if (owner_id != 0 && g.ActiveId == owner_id) - return 1; - return 255; + return 300; + return 0; } else if (flags & ImGuiInputFlags_RouteGlobal) { if (flags & ImGuiInputFlags_RouteOverActive) - return 0; + return 400; + if (owner_id != 0 && g.ActiveId == owner_id) + return 300; if (flags & ImGuiInputFlags_RouteOverFocused) - return 2; - return 254; + return 200; + return 1; } IM_ASSERT(0); return 0; @@ -9516,8 +10249,10 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I else IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); - if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused)) + if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteUnlessBgFocused)) IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal); + if (flags & ImGuiInputFlags_RouteOverActive) + IM_ASSERT(flags & (ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteFocused)); // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. key_chord = FixupKeyChord(key_chord); @@ -9572,17 +10307,17 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I const int score = CalcRoutingScore(focus_scope_id, owner_id, flags); IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score); - if (score == 255) + if (score == 0) return false; // Submit routing for NEXT frame (assuming score is sufficient) - // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using >= instead of >). ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); - //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); - if (score < routing_data->RoutingNextScore) + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score >= routing_data->RoutingNextScore) : (score > routing_data->RoutingNextScore); + if (score > routing_data->RoutingNextScore) { routing_data->RoutingNext = owner_id; - routing_data->RoutingNextScore = (ImU8)score; + routing_data->RoutingNextScore = (ImU16)score; } // Return routing state for CURRENT frame @@ -9780,6 +10515,8 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c // Hit testing, expanded for touch input if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; return true; } @@ -9985,7 +10722,7 @@ static void ImGui::UpdateMouseInputs() ImGuiIO& io = g.IO; // Mouse Wheel swapping flag - // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // As a standard behavior holding Shift while using Vertical Mouse Wheel triggers Horizontal scroll instead // - We avoid doing it on OSX as it the OS input layer handles this already. // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. @@ -10037,13 +10774,16 @@ static void ImGui::UpdateMouseInputs() io.MouseClickedTime[i] = g.Time; io.MouseClickedPos[i] = io.MousePos; io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); io.MouseDragMaxDistanceSqr[i] = 0.0f; } else if (io.MouseDown[i]) { // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; - io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } // We provide io.MouseDoubleClicked[] as a legacy service @@ -10150,8 +10890,9 @@ void ImGui::UpdateMouseWheel() { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImTrunc(window->Size * scale); + window->Size = ImTrunc(window->Size * scale); // FIXME: Legacy-ish code, call SetWindowSize()? window->SizeFull = ImTrunc(window->SizeFull * scale); + MarkIniSettingsDirty(window); } return; } @@ -10234,11 +10975,13 @@ static const char* GetMouseSourceName(ImGuiMouseSource source) static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) { ImGuiContext& g = *GImGui; + char buf[5]; if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } - if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Text) { ImTextCharToUtf8(buf, e->Text.Char); IMGUI_DEBUG_LOG_IO("[io] %s: Text: '%s' (U+%08X)\n", prefix, buf, e->Text.Char); return; } if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } } #endif @@ -10300,6 +11043,10 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) io.MouseSource = e->MouseWheel.MouseSource; mouse_wheeled = true; } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } else if (e->Type == ImGuiInputEventType_Key) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button @@ -10415,7 +11162,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); if (owner_id == ImGuiKeyOwner_Any) - return (owner_data->LockThisFrame == false); + return owner_data->LockThisFrame == false; // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. @@ -10715,6 +11462,16 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() g.IO.ConfigNavCaptureKeyboard = false; g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard; } + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) + { + g.IO.ConfigDpiScaleFonts = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_DpiEnableScaleFonts; + } + if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) + { + g.IO.ConfigDpiScaleViewports = true; + g.IO.ConfigFlags &= ~ImGuiConfigFlags_DpiEnableScaleViewports; + } // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl)) @@ -10722,6 +11479,45 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl)) g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); }; #endif + + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + + // Perform simple checks: multi-viewport and platform windows support + if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + { + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); + if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + } + else + { + // Disable feature, our backends do not support it + g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable; + } + + // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs + for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors) + { + IM_UNUSED(mon); + IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); + IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f + } + } } static void ImGui::ErrorCheckEndFrameSanityChecks() @@ -10946,7 +11742,7 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() Separator(); if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker) { - Text("(Hold CTRL to: use "); + Text("(Hold Ctrl to: use "); SameLine(0.0f, 0.0f); if (SmallButton("Item Picker")) DebugStartItemPicker(); @@ -10955,11 +11751,10 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() } else { - Text("(Hold CTRL to "); + Text("(Hold Ctrl to: "); } SameLine(0.0f, 0.0f); - if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL) - g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + TextLinkOpenURL("read FAQ \"About ID Stack System\"", "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); SameLine(0.0f, 0.0f); Text(")"); EndErrorTooltip(); @@ -10968,8 +11763,8 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame { Separator(); - Text("(Hold CTRL to:"); - SameLine(); + Text("(Hold Ctrl to: "); + SameLine(0.0f, 0.0f); if (SmallButton("Enable Asserts")) g.IO.ConfigErrorRecoveryEnableAssert = true; //SameLine(); @@ -10982,7 +11777,7 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip() #endif } -// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it. +// Pseudo-tooltip. Follow mouse until Ctrl is held. When Ctrl is held we lock position, allowing to click it. bool ImGui::BeginErrorTooltip() { ImGuiContext& g = *GImGui; @@ -11064,7 +11859,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav)) { - // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + // FIXME-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) @@ -11488,6 +12283,7 @@ void ImGui::BeginGroup() group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupIsSameLine = window->DC.IsSameLine; + group_data.BackupActiveIdHasBeenEditedThisFrame = g.ActiveIdHasBeenEditedThisFrame; group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive; group_data.EmitItem = true; @@ -11552,7 +12348,7 @@ void ImGui::EndGroup() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Forward Edited flag - if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + if (g.ActiveIdHasBeenEditedThisFrame && !group_data.BackupActiveIdHasBeenEditedThisFrame) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; // Forward Deactivated flag @@ -11845,21 +12641,22 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext } SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkerboard has issue with transparent colors :( tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; } - const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; - char window_name[32]; - ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); - if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active) + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active && !IsWindowInBeginStack(g.TooltipPreviousWindow)) { - // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name); SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow); - ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount); + g.TooltipOverrideCount++; } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; + + const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d"; + char window_name[32]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount); + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; Begin(window_name, NULL, flags | extra_window_flags); // 2023-03-09: Added bool return value to the API, but currently always returning true. // If this ever returns false we need to update BeginDragDropSource() accordingly. @@ -11932,8 +12729,8 @@ bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) { // Return true if the popup is open anywhere in the popup stack - for (int n = 0; n < g.OpenPopupStack.Size; n++) - if (g.OpenPopupStack[n].PopupId == id) + for (ImGuiPopupData& popup_data : g.OpenPopupStack) + if (popup_data.PopupId == id) return true; return false; } @@ -12109,12 +12906,13 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to // Window -> Popup1 -> Window2(Ref) // - Clicking/focusing Popup1 will close Popup2 and Popup3: // Window -> Popup1(Ref) -> Popup2 -> Popup3 - // - Each popups may contain child windows, which is why we compare ->RootWindow! + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child // We step through every popup from bottom to top to validate their position relative to reference window. bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE if (IsWindowWithinBeginStackOf(ref_window, popup_window)) { ref_window_is_descendent_of_popup = true; @@ -12216,7 +13014,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags) IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx() ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame - bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup); + bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; @@ -12277,11 +13075,11 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0) { - const ImGuiViewport* viewport = GetMainViewport(); + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); } - flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; const bool is_open = Begin(name, p_open, flags); if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) { @@ -12402,10 +13200,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; ImVec2 pos; @@ -12424,10 +13222,10 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s // (Always first try the direction we used on the last frame, if any) if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + const ImGuiDir dir_preferred_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + const ImGuiDir dir = (n == -1) ? *last_dir : dir_preferred_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? continue; @@ -12471,8 +13269,19 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - IM_UNUSED(window); - ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect(); + ImRect r_screen; + if (window->ViewportAllowPlatformMonitorExtend >= 0) + { + // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; + } + else + { + // Use the full viewport area (not work area) for popups + r_screen = window->Viewport->GetMainRect(); + } ImVec2 padding = g.Style.DisplaySafeAreaPadding; r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); return r_screen; @@ -12487,8 +13296,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. - IM_ASSERT(g.CurrentWindow == window); - ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window; + ImGuiWindow* parent_window = window->ParentWindow; float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) @@ -12588,13 +13396,14 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) IM_ASSERT(cur_window); // Not inside a Begin()/End() const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; if (flags & ImGuiFocusedFlags_RootWindow) - cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); if (flags & ImGuiFocusedFlags_ChildWindows) - return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); else - return (ref_window == cur_window); + return ref_window == cur_window; } static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) @@ -12656,7 +13465,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) return; for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) @@ -12749,31 +13558,39 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) } // Move the root window to the top of the pile - IM_ASSERT(window == NULL || window->RootWindow != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop - ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); // Steal active widgets. Some of the cases it triggers includes: // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) - if (!g.ActiveIdNoClearOnFocusLoss) + if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) ClearActiveID(); // Passing NULL allow to disable keyboard focus if (!window) return; + window->LastFrameJustFocused = g.FrameCount; + + // Select in dock node + // For #2304 we avoid applying focus immediately before the tabbar is visible. + //if (dock_node && dock_node->TabBar) + // dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; // Bring to front BringWindowToFocusFront(focus_front_window); - if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) BringWindowToDisplayFront(display_front_window); } void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) { ImGuiContext& g = *GImGui; - IM_UNUSED(filter_viewport); // Unused in master branch. int start_idx = g.WindowsFocusOrder.Size - 1; if (under_this_window != NULL) { @@ -12792,8 +13609,15 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind ImGuiWindow* window = g.WindowsFocusOrder[i]; if (window == ignore_window || !window->WasActive) continue; + if (filter_viewport != NULL && window->Viewport != filter_viewport) + continue; if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { + // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set... + // This is failing (lagging by one frame) for docked windows. + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? FocusWindow(window, flags); return; } @@ -12978,7 +13802,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb) const ImGuiDir move_dir = g.NavMoveDir; #if IMGUI_DEBUG_NAV_SCORING char buf[200]; - if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. + if (g.IO.KeyCtrl) // Hold Ctrl to preview score in matching quadrant. Ctrl+Arrow to rotate. { if (quadrant == move_dir) { @@ -13131,10 +13955,14 @@ static void ImGui::NavProcessItem() // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + { + const ImRect& r = window->InnerRect; // window->ClipRect + if (r.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, r.Min.y, r.Max.y) - ImClamp(nav_bb.Min.y, r.Min.y, r.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } } } } @@ -13326,6 +14154,9 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) return window->NavLastChildNavWindow; + if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar) + if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar)) + return tab->Window; return window; } @@ -13363,6 +14194,7 @@ static inline void ImGui::NavUpdateAnyRequestFlag() // This needs to be called before we submit any widget (aka in or before Begin) void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { + // FIXME: ChildWindow test here is wrong for docking ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); @@ -13413,6 +14245,9 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID; + if (source != ImGuiInputSource_Mouse && !activated_shortcut && window == NULL) + source = ImGuiInputSource_Mouse; + // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag. if (source == ImGuiInputSource_Mouse) { @@ -13428,18 +14263,20 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() ImRect ref_rect; if (activated_shortcut) ref_rect = g.LastItemData.NavRect; - else + else if (window != NULL) ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) - if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + if (window != NULL && window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) { ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); ref_rect.Translate(window->Scroll - next_scroll); } ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight())); - ImGuiViewport* viewport = GetMainViewport(); - return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + if (window != NULL) + if (ImGuiViewport* viewport = window->Viewport) + pos = ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size); + return ImTrunc(pos); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } @@ -13521,7 +14358,7 @@ static void ImGui::NavUpdate() if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) g.NavWindow->NavLastChildNavWindow = NULL; - // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + // Update Ctrl+Tab and Windowing features (hold Square to move/resize/etc.) NavUpdateWindowing(); // Set output flags for user application @@ -13729,16 +14566,11 @@ void ImGui::NavUpdateCreateMoveRequest() // Update PageUp/PageDown/Home/End scroll // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - float scoring_rect_offset_y = 0.0f; + float scoring_page_offset_y = 0.0f; if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) - scoring_rect_offset_y = NavUpdatePageUpPageDown(); - if (scoring_rect_offset_y != 0.0f) - { - g.NavScoringNoClipRect = window->InnerRect; - g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); - } + scoring_page_offset_y = NavUpdatePageUpPageDown(); - // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. + // [DEBUG] Always send a request when holding Ctrl. Hold Ctrl + Arrow change the direction. #if IMGUI_DEBUG_NAV_SCORING //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); @@ -13800,12 +14632,23 @@ void ImGui::NavUpdateCreateMoveRequest() { ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); - scoring_rect.TranslateY(scoring_rect_offset_y); + + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove) + { + // When we start from a visible location, score visible items and prioritize this result. + if (window->InnerRect.Contains(scoring_rect)) + g.NavMoveFlags |= ImGuiNavMoveFlags_AlsoScoreVisibleSet; + g.NavScoringNoClipRect = scoring_rect; + scoring_rect.TranslateY(scoring_page_offset_y); + g.NavScoringNoClipRect.Add(scoring_rect); + } + + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Pre-bias if (g.NavMoveSubmitted) NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). - //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] - //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + //GetForegroundDrawList()->AddRectFilled(scoring_rect.Min - ImVec2(1, 1), scoring_rect.Max + ImVec2(1, 1), IM_COL32(255, 100, 0, 80)); // [DEBUG] Post-bias + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRectFilled(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(100, 255, 0, 80)); } // [DEBUG] } g.NavScoringRect = scoring_rect; //g.NavScoringNoClipRect.Add(scoring_rect); @@ -14051,14 +14894,14 @@ static float ImGui::NavUpdatePageUpPageDown() nav_scoring_rect_offset_y = -page_offset_y; g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later } else if (IsKeyPressed(ImGuiKey_PageDown, true)) { nav_scoring_rect_offset_y = +page_offset_y; g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_IsPageMove; // ImGuiNavMoveFlags_AlsoScoreVisibleSet may be added later } else if (home_pressed) { @@ -14090,7 +14933,7 @@ static void ImGui::NavEndFrame() { ImGuiContext& g = *GImGui; - // Show CTRL+TAB list window + // Show Ctrl+Tab list window if (g.NavWindowingTarget != NULL) NavUpdateWindowingOverlay(); @@ -14160,8 +15003,8 @@ static void ImGui::NavUpdateCreateWrappingRequest() NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } -// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) -// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// Can we focus this window with Ctrl+Tab (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with Ctrl+Tab but it can still be focused with mouse or programmatically. // If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { @@ -14199,33 +15042,40 @@ static void NavUpdateWindowingTarget(int focus_change_dir) // Apply focus and close overlay static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window) { + // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow() ? + // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow() ImGuiContext& g = *GImGui; if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow) { + ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; ClearActiveID(); SetNavCursorVisibleAfterMove(); ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); IM_ASSERT(g.NavWindow != NULL); apply_focus_window = g.NavWindow; - if (apply_focus_window->NavLastIds[0] == 0) + if (apply_focus_window->NavLastIds[0] == 0) // FIXME: This is the equivalent of the 'if (g.NavId == 0) { NavInitWindow() }' in DockNodeUpdateTabBar(). NavInitWindow(apply_focus_window, false); // If the window has ONLY a menu layer (no main layer), select it directly // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, - // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // so Ctrl+Tab where the keys are only held for 1 frame will be able to use correct layers mask since // the target window as already been previewed once. // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* // won't be valid. if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) g.NavLayer = ImGuiNavLayer_Menu; + + // Request OS level focus + if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus) + g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport); } g.NavWindowingTarget = NULL; } // Windowing management mode -// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Keyboard: Ctrl+Tab (change focus/move/resize), Alt (toggle menu layer) // Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) static void ImGui::NavUpdateWindowing() { @@ -14236,7 +15086,7 @@ static void ImGui::NavUpdateWindowing() bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); - bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent Ctrl+Tab from being usable with windows that are inside the Begin-stack of that modal. if (!allow_windowing) g.NavWindowingTarget = NULL; @@ -14248,7 +15098,7 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTargetAnim = NULL; } - // Start CTRL+Tab or Square+L/R window selection + // Start Ctrl+Tab or Square+L/R window selection // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing"); const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; @@ -14316,7 +15166,7 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Focus if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard) { - // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast Ctrl+Tab doesn't add visual noise ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. g.NavWindowingTimer += io.DeltaTime; @@ -14327,7 +15177,7 @@ static void ImGui::NavUpdateWindowing() apply_focus_window = g.NavWindowingTarget; } - // Keyboard: Press and Release ALT to toggle menu layer + // Keyboard: Press and Release Alt to toggle menu layer const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; bool windowing_toggle_layer_start = false; if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) @@ -14380,7 +15230,7 @@ static void ImGui::NavUpdateWindowing() ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) { - ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); g.NavWindowingAccumDeltaPos -= accum_floored; } @@ -14415,7 +15265,8 @@ static void ImGui::NavUpdateWindowing() if (new_nav_layer != g.NavLayer) { // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) - if (new_nav_layer == ImGuiNavLayer_Menu) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) g.NavWindow->NavLastIds[new_nav_layer] = 0; NavRestoreLayer(new_nav_layer); SetNavCursorVisibleAfterMove(); @@ -14430,10 +15281,12 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + if (window->DockNodeAsHost) + return "(Dock node)"; // Not normally shown to user. return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); } -// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +// Overlay displayed when using Ctrl+Tab. Called by EndFrame(). void ImGui::NavUpdateWindowingOverlay() { ImGuiContext& g = *GImGui; @@ -14442,13 +15295,12 @@ void ImGui::NavUpdateWindowingOverlay() if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) return; - if (g.NavWindowingListWindow == NULL) - g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay"); - const ImGuiViewport* viewport = GetMainViewport(); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + g.NavWindowingListWindow = g.CurrentWindow; if (g.ContextName[0] != 0) SeparatorText(g.ContextName); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) @@ -14483,7 +15335,7 @@ void ImGui::ClearDragDrop() IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n"); g.DragDropActive = false; g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptFlagsCurr = ImGuiDragDropFlags_None; g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; g.DragDropAcceptFrameCount = -1; @@ -14612,11 +15464,11 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. bool ret; - if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) ret = BeginTooltipHidden(); else ret = BeginTooltip(); - IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddenAndSkipItemsForCurrentFrame(). IM_UNUSED(ret); } @@ -14694,7 +15546,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) return false; IM_ASSERT(id != 0); if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) @@ -14706,6 +15558,31 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) g.DragDropTargetRect = bb; g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case? g.DragDropTargetId = id; + g.DragDropTargetFullViewport = 0; + g.DragDropWithinTarget = true; + return true; +} + +// Typical usage would be: +// if (!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) +// if (ImGui::BeginDragDropTargetViewport(ImGui::GetMainViewport(), NULL)) +// But we are leaving the hover test to the caller for maximum flexibility. +bool ImGui::BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImRect bb = p_bb ? *p_bb : ((ImGuiViewportP*)viewport)->GetWorkRect(); + ImGuiID id = viewport->ID; + if (g.MouseViewport != viewport || !IsMouseHoveringRect(bb.Min, bb.Max, false) || (id == g.DragDropPayload.SourceId)) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget() + g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = bb; + g.DragDropTargetId = id; + g.DragDropTargetFullViewport = id; g.DragDropWithinTarget = true; return true; } @@ -14724,7 +15601,7 @@ bool ImGui::BeginDragDropTarget() if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) return false; const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; @@ -14768,7 +15645,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop if (r_surface > g.DragDropAcceptIdCurrRectSurface) return NULL; - g.DragDropAcceptFlags = flags; + g.DragDropAcceptFlagsCurr = flags; g.DragDropAcceptIdCurr = g.DragDropTargetId; g.DragDropAcceptIdCurrRectSurface = r_surface; //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); @@ -14776,8 +15653,19 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop // Render default drop visuals payload.Preview = was_accepted_previously; flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) - if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - RenderDragDropTargetRect(r, g.DragDropTargetClipRect); + const bool draw_target_rect = payload.Preview && !(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); + if (draw_target_rect && g.DragDropTargetFullViewport != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.DragDropTargetFullViewport); + IM_ASSERT(viewport != NULL); + ImRect bb = g.DragDropTargetRect; + bb.Expand(-3.5f); + RenderDragDropTargetRectEx(GetForegroundDrawList(viewport), bb); + } + else if (draw_target_rect) + { + RenderDragDropTargetRectForItem(r); + } g.DragDropAcceptFrameCount = g.FrameCount; if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1) @@ -14793,21 +15681,28 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop } // FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. -void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +void ImGui::RenderDragDropTargetRectForItem(const ImRect& bb) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImRect bb_display = bb; - bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. - bb_display.Expand(3.5f); + bb_display.ClipWith(g.DragDropTargetClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(g.Style.DragDropTargetPadding); bool push_clip_rect = !window->ClipRect.Contains(bb_display); if (push_clip_rect) window->DrawList->PushClipRectFullScreen(); - window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI + RenderDragDropTargetRectEx(window->DrawList, bb_display); if (push_clip_rect) window->DrawList->PopClipRect(); } +void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + draw_list->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTargetBg), g.Style.DragDropTargetRounding, 0); + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTarget), g.Style.DragDropTargetRounding, 0, g.Style.DragDropTargetBorderSize); +} + const ImGuiPayload* ImGui::GetDragDropPayload() { ImGuiContext& g = *GImGui; @@ -15326,11 +16221,14 @@ ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) void ImGui::ClearWindowSettings(const char* name) { //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiContext& g = *GImGui; ImGuiWindow* window = FindWindowByName(name); if (window != NULL) { window->Flags |= ImGuiWindowFlags_NoSavedSettings; InitOrLoadWindowSettings(window, NULL); + if (window->DockId != 0) + DockContextProcessUndockWindow(&g, window, true); } if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) settings->WantDelete = true; @@ -15362,10 +16260,16 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; int x, y; int i; - if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } - else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } - else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } - else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + ImU32 u1; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } // Apply to existing windows (if any) @@ -15398,10 +16302,16 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = ImVec2ih(window->Pos); + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); settings->Size = ImVec2ih(window->SizeFull); - settings->IsChild = (window->Flags & ImGuiWindowFlags_ChildWindow) != 0; + settings->ViewportId = window->ViewportId; + settings->ViewportPos = ImVec2ih(window->ViewportPos); + IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; + settings->DockOrder = window->DockOrder; settings->Collapsed = window->Collapsed; + settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set. settings->WantDelete = false; } @@ -15420,10 +16330,26 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl } else { - buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); - buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); - if (settings->Collapsed) - buf->appendf("Collapsed=1\n"); + if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + { + buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y); + buf->appendf("ViewportId=0x%08X\n", settings->ViewportId); + } + if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + if (settings->Size.x != 0 || settings->Size.y != 0) + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->DockId != 0) + { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. + if (settings->DockOrder == -1) + buf->appendf("DockId=0x%08X\n", settings->DockId); + else + buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder); + if (settings->ClassId != 0) + buf->appendf("ClassId=0x%08X\n", settings->ClassId); + } } buf->append("\n"); } @@ -15444,123 +16370,5112 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- // - GetMainViewport() +// - FindViewportByID() +// - FindViewportByPlatformHandle() +// - SetCurrentViewport() [Internal] // - SetWindowViewport() [Internal] +// - GetWindowAlwaysWantOwnViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewport() [Internal] +// - UpdateTryMergeWindowIntoHostViewports() [Internal] +// - TranslateWindowsInViewport() [Internal] // - ScaleWindowsInViewport() [Internal] +// - FindHoveredViewportFromPlatformWindowStack() [Internal] // - UpdateViewportsNewFrame() [Internal] -// (this section is more complete in the 'docking' branch) +// - UpdateViewportsEndFrame() [Internal] +// - AddUpdateViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] +// - UpdatePlatformWindows() +// - RenderPlatformWindowsDefault() +// - FindPlatformMonitorForPos() [Internal] +// - FindPlatformMonitorForRect() [Internal] +// - UpdateViewportPlatformMonitor() [Internal] +// - DestroyPlatformWindow() [Internal] +// - DestroyPlatformWindows() //----------------------------------------------------------------------------- +void ImGuiPlatformIO::ClearPlatformHandlers() +{ + Platform_GetClipboardTextFn = NULL; + Platform_SetClipboardTextFn = NULL; + Platform_OpenInShellFn = NULL; + Platform_SetImeDataFn = NULL; + Platform_ClipboardUserData = Platform_OpenInShellUserData = Platform_ImeUserData = NULL; + Platform_CreateWindow = Platform_DestroyWindow = Platform_ShowWindow = NULL; + Platform_SetWindowPos = Platform_SetWindowSize = NULL; + Platform_GetWindowPos = Platform_GetWindowSize = Platform_GetWindowFramebufferScale = NULL; + Platform_SetWindowFocus = NULL; + Platform_GetWindowFocus = Platform_GetWindowMinimized = NULL; + Platform_SetWindowTitle = NULL; + Platform_SetWindowAlpha = NULL; + Platform_UpdateWindow = NULL; + Platform_RenderWindow = Platform_SwapBuffers = NULL; + Platform_GetWindowDpiScale = NULL; + Platform_OnChangedViewport = NULL; + Platform_GetWindowWorkAreaInsets = NULL; + Platform_CreateVkSurface = NULL; +} + +void ImGuiPlatformIO::ClearRendererHandlers() +{ + Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0; + Renderer_RenderState = NULL; + Renderer_CreateWindow = Renderer_DestroyWindow = NULL; + Renderer_SetWindowSize = NULL; + Renderer_RenderWindow = Renderer_SwapBuffers = NULL; +} + ImGuiViewport* ImGui::GetMainViewport() { ImGuiContext& g = *GImGui; return g.Viewports[0]; } -void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) -{ - window->Viewport = viewport; -} - -static void ScaleWindow(ImGuiWindow* window, float scale) +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) +ImGuiViewport* ImGui::FindViewportByID(ImGuiID viewport_id) { - ImVec2 origin = window->Viewport->Pos; - window->Pos = ImFloor((window->Pos - origin) * scale + origin); - window->Size = ImTrunc(window->Size * scale); - window->SizeFull = ImTrunc(window->SizeFull * scale); - window->ContentSize = ImTrunc(window->ContentSize * scale); + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->ID == viewport_id) + return viewport; + return NULL; } -// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) -void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle) { ImGuiContext& g = *GImGui; - for (ImGuiWindow* window : g.Windows) - if (window->Viewport == viewport) - ScaleWindow(window, scale); + for (ImGuiViewportP* viewport : g.Viewports) + if (viewport->PlatformHandle == platform_handle) + return viewport; + return NULL; } -// Update viewports and monitor infos -static void ImGui::UpdateViewportsNewFrame() +void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.Viewports.Size == 1); + (void)current_window; - // Update main viewport with current platform position. - // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. - ImGuiViewportP* main_viewport = g.Viewports[0]; - main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; - main_viewport->Pos = ImVec2(0.0f, 0.0f); - main_viewport->Size = g.IO.DisplaySize; - main_viewport->FramebufferScale = g.IO.DisplayFramebufferScale; - IM_ASSERT(main_viewport->FramebufferScale.x > 0.0f && main_viewport->FramebufferScale.y > 0.0f); + if (viewport) + viewport->LastFrameActive = g.FrameCount; + if (g.CurrentViewport == viewport) + return; + g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; + g.CurrentViewport = viewport; + IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); + if (g.IO.ConfigDpiScaleFonts) + g.Style.FontScaleDpi = g.CurrentDpiScale; - for (ImGuiViewportP* viewport : g.Viewports) - { - // Lock down space taken by menu bars and status bars - // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. - viewport->WorkInsetMin = viewport->BuildWorkInsetMin; - viewport->WorkInsetMax = viewport->BuildWorkInsetMax; - viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); - viewport->UpdateWorkRect(); - } + // Notify platform layer of viewport changes + // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI + if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport) + g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); } -//----------------------------------------------------------------------------- -// [SECTION] DOCKING -//----------------------------------------------------------------------------- - -// (this section is filled in the 'docking' branch) - +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); -//----------------------------------------------------------------------------- -// [SECTION] PLATFORM DEPENDENT HELPERS -//----------------------------------------------------------------------------- -// - Default clipboard handlers -// - Default shell function handlers -// - Default IME handlers -//----------------------------------------------------------------------------- + window->Viewport = viewport; + window->ViewportId = viewport->ID; + window->ViewportOwned = (viewport->Window == window); +} -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) +static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) +{ + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. + ImGuiContext& g = *GImGui; + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + if (!window->DockIsActive) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) + return true; + return false; +} -#ifdef _MSC_VER -#pragma comment(lib, "user32") -#pragma comment(lib, "kernel32") -#endif -// Win32 clipboard implementation -// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() -static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +// Heuristic, see #8948: depends on how backends handle OS-level parenting. +static bool IsViewportAbove(ImGuiViewportP* potential_above, ImGuiViewportP* potential_below) { - ImGuiContext& g = *ctx; - g.ClipboardHandlerData.clear(); - if (!::OpenClipboard(NULL)) - return NULL; - HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); - if (wbuf_handle == NULL) + // If ImGuiBackendFlags_HasParentViewport if set, ->ParentViewport chain should be accurate. + ImGuiContext& g = *GImGui; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasParentViewport) { - ::CloseClipboard(); - return NULL; + for (ImGuiViewport* v = potential_above; v != NULL && v->ParentViewport; v = v->ParentViewport) + if (v->ParentViewport == potential_below) + return true; } - if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + else { - int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); - g.ClipboardHandlerData.resize(buf_len); - ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + if (potential_above->ParentViewport == potential_below) + return true; } - ::GlobalUnlock(wbuf_handle); - ::CloseClipboard(); - return g.ClipboardHandlerData.Data; + + if (potential_above->LastFocusedStampCount > potential_below->LastFocusedStampCount) + return true; + return false; } -static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { - if (!::OpenClipboard(NULL)) - return; - const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); - HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); - if (wbuf_handle == NULL) + ImGuiContext& g = *GImGui; + if (window->Viewport == viewport) + return false; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0) + return false; + if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0) + return false; + if (!viewport->GetMainRect().Contains(window->Rect())) + return false; + if (GetWindowAlwaysWantOwnViewport(window)) + return false; + + for (ImGuiViewportP* viewport_2 : g.Viewports) { - ::CloseClipboard(); + if (viewport_2 == viewport || viewport_2 == window->Viewport) + continue; + if (viewport_2->GetMainRect().Overlaps(window->Rect())) + if (IsViewportAbove(viewport_2, viewport)) + if (window->Viewport == NULL || !IsViewportAbove(viewport_2, window->Viewport)) + return false; + } + + // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child) + ImGuiViewportP* old_viewport = window->Viewport; + if (window->ViewportOwned) + for (int n = 0; n < g.Windows.Size; n++) + if (g.Windows[n]->Viewport == old_viewport) + SetWindowViewport(g.Windows[n], viewport); + SetWindowViewport(window, viewport); + if ((window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(window); + + return true; +} + +// FIXME: handle 0 to N host viewports +static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); +} + +// Translate Dear ImGui windows when a Host Viewport has been moved +// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) +void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] TranslateWindowsInViewport 0x%08X\n", viewport->ID); + IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)); + + // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently + // translate imgui windows from OS-window-local to absolute coordinates or vice-versa. + // 2) If it's not going to fit into the new size, keep it at same absolute position. + // One problem with this is that most Win32 applications doesn't update their render while dragging, + // and so the window will appear to teleport when releasing the mouse. + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + ImRect test_still_fit_rect(old_pos, old_pos + old_size); + ImVec2 delta_pos = new_pos - old_pos; + for (ImGuiWindow* window : g.Windows) // FIXME-OPT + if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect())))) + TranslateWindow(window, delta_pos); +} + +// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!) +void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] ScaleWindowsInViewport 0x%08X\n", viewport->ID); + if (viewport->Window) + { + ScaleWindow(viewport->Window, scale); + } + else + { + for (ImGuiWindow* window : g.Windows) + if (window->Viewport == viewport) + ScaleWindow(window, scale); + } +} + +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* best_candidate = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) + if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount) + best_candidate = viewport; + return best_candidate; +} + +// Update viewports and monitor infos +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size); + + // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport) + // Update Focused status + const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0; + if (viewports_enabled) + { + ImGuiViewportP* focused_viewport = NULL; + for (ImGuiViewportP* viewport : g.Viewports) + { + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) + { + bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport); + if (is_minimized) + viewport->Flags |= ImGuiViewportFlags_IsMinimized; + else + viewport->Flags &= ~ImGuiViewportFlags_IsMinimized; + } + + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available) + { + bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport); + if (is_focused) + viewport->Flags |= ImGuiViewportFlags_IsFocused; + else + viewport->Flags &= ~ImGuiViewportFlags_IsFocused; + if (is_focused) + focused_viewport = viewport; + } + } + + // Focused viewport has changed? + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X '%s', attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID, focused_viewport->Window ? focused_viewport->Window->Name : "n/a"); + const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId); + const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false); + + // Store a tag so we can infer z-order easily from all our windows + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + + // Focus associated dear imgui window + // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299) + // - if focus didn't happen because we destroyed another window (#6462) + // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well. + const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed; + if (apply_imgui_focus_on_focused_viewport && g.IO.ConfigViewportsPlatformFocusSetsImGuiFocus) + { + focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus. + ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild; + if (focused_viewport->Window != NULL) + FocusWindow(focused_viewport->Window, focus_request_flags); + else if (focused_viewport->LastFocusedHadNavWindow) + FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport + else + FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused + } + } + if (focused_viewport) + focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); + } + + // Create/update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); + IM_ASSERT(main_viewport->Window == NULL); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_size = g.IO.DisplaySize; + ImVec2 main_viewport_framebuffer_scale = g.IO.DisplayFramebufferScale; + if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) + { + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_size = main_viewport->Size; + main_viewport_framebuffer_scale = main_viewport->FramebufferScale; + } + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + + g.CurrentDpiScale = 0.0f; + g.CurrentViewport = NULL; + g.MouseViewport = NULL; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->Idx = n; + + // Erase unused viewports + if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) + { + DestroyViewport(viewport); + n--; + continue; + } + + const bool platform_funcs_available = viewport->PlatformWindowCreated; + if (viewports_enabled) + { + // Update Position and Size (from Platform Window to ImGui) if requested. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. + if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available) + { + // Viewport->WorkPos and WorkSize will be updated below + if (viewport->PlatformRequestMove) + viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); + if (viewport->PlatformRequestResize) + viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport); + if (g.PlatformIO.Platform_GetWindowFramebufferScale != NULL) + viewport->FramebufferScale = g.PlatformIO.Platform_GetWindowFramebufferScale(viewport); + } + } + + // Update/copy monitor info + UpdateViewportPlatformMonitor(viewport); + + // Lock down space taken by menu bars and status bars + query initial insets from backend + // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc. + viewport->WorkInsetMin = viewport->BuildWorkInsetMin; + viewport->WorkInsetMax = viewport->BuildWorkInsetMax; + viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f); + if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available) + { + ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport); + IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f); + viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y); + viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w); + } + viewport->UpdateWorkRect(); + + // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. + viewport->Alpha = 1.0f; + + // Translate Dear ImGui windows when a Host Viewport has been moved + // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) + const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size); + + // Update DPI scale + float new_dpi_scale; + if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available) + new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport); + else if (viewport->PlatformMonitor != -1) + new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; + else + new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f; + IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f + if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale) + { + float scale_factor = new_dpi_scale / viewport->DpiScale; + if (g.IO.ConfigDpiScaleViewports) + ScaleWindowsInViewport(viewport, scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + + // Scale our window moving pivot so that the window will rescale roughly around the mouse position. + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor); + } + viewport->DpiScale = new_dpi_scale; + } + + // Update fallback monitor + g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + if (g.PlatformIO.Monitors.Size == 0) + { + ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize); + } + else + { + g.FallbackMonitor = g.PlatformIO.Monitors[0]; + } + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos); + g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize); + } + + if (!viewports_enabled) + { + g.MouseViewport = main_viewport; + return; + } + + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. + ImGuiViewportP* viewport_hovered = NULL; + if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. + } + else + { + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); + } + if (viewport_hovered != NULL) + g.MouseLastHoveredViewport = viewport_hovered; + else if (g.MouseLastHoveredViewport == NULL) + g.MouseLastHoveredViewport = g.Viewports[0]; + + // Update mouse reference viewport + // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) + g.MouseViewport = g.MovingWindow->Viewport; + else + g.MouseViewport = g.MouseLastHoveredViewport; + + // When dragging something, always refer to the last hovered viewport. + // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. + const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; + if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) + viewport_hovered = g.MouseLastHoveredViewport; + if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + g.MouseViewport = viewport_hovered; + + IM_ASSERT(g.MouseViewport != NULL); +} + +// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some) +static void ImGui::UpdateViewportsEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Viewports.resize(0); + for (int i = 0; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + viewport->LastPos = viewport->Pos; + viewport->LastSize = viewport->Size; + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) + if (i > 0) // Always include main viewport in the list + continue; + if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) + continue; + if (i > 0) + IM_ASSERT(viewport->Window != NULL); + g.PlatformIO.Viewports.push_back(viewport); + } + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called +} + +// FIXME: We should ideally refactor the system to call this every frame (we currently don't) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + flags |= ImGuiViewportFlags_IsPlatformWindow; + if (window != NULL) + { + const bool window_can_use_inputs = ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) == false; + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) + flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; + if (!window_can_use_inputs) + flags |= ImGuiViewportFlags_NoInputs; + if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing) + flags |= ImGuiViewportFlags_NoFocusOnAppearing; + } + + ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); + if (viewport) + { + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + ImVec2 prev_pos = viewport->Pos; + ImVec2 prev_size = viewport->Size; + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Pos = pos; + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) + viewport->Size = size; + viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags + if (prev_pos != viewport->Pos || prev_size != viewport->Size) + UpdateViewportPlatformMonitor(viewport); + } + else + { + // New viewport + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; + viewport->Idx = g.Viewports.Size; + viewport->Pos = viewport->LastPos = pos; + viewport->Size = viewport->LastSize = size; + viewport->Flags = flags; + UpdateViewportPlatformMonitor(viewport); + g.Viewports.push_back(viewport); + g.ViewportCreatedCount++; + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : ""); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); + g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + + // Store initial DpiScale before the OS platform window creation, based on expected monitor data. + // This is so we can select an appropriate font size on the first frame of our window lifetime + viewport->DpiScale = GetViewportPlatformMonitor(viewport)->DpiScale; + } + + viewport->Window = window; + viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); + IM_ASSERT(window == NULL || viewport->ID == window->ID); + + if (window != NULL) + window->ViewportOwned = true; + + return viewport; +} + +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (ImGuiWindow* window : g.Windows) + { + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + +// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. +static void ImGui::WindowSelectViewport(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + window->ViewportAllowPlatformMonitorExtend = -1; + + // Restore main viewport if multi-viewport is not supported by the backend + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + { + SetWindowViewport(window, main_viewport); + return; + } + window->ViewportOwned = false; + + // Appearing popups reset their viewport so they can inherit again + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) + { + window->Viewport = NULL; + window->ViewportId = 0; + } + + if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) == 0) + { + // By default inherit from parent window + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + window->Viewport = window->ParentWindow->Viewport; + + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file + if (window->Viewport == NULL && window->ViewportId != 0) + { + window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); + if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + } + } + + bool lock_viewport = false; + if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasViewport) + { + // Code explicitly request a viewport + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL) + { + window->Viewport->Window = window; + window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node) + } + lock_viewport = true; + } + else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) + { + // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); + window->Viewport = window->ParentWindow->Viewport; + } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } + else if (flags & ImGuiWindowFlags_Tooltip) + { + window->Viewport = g.MouseViewport; + } + else if (GetWindowAlwaysWantOwnViewport(window)) + { + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) + { + if (window->Viewport != NULL && window->Viewport->Window == window) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + } + else + { + // Merge into host viewport? + // We cannot test window->ViewportOwned as it set lower in the function. + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); + if (try_to_merge_into_host_viewport) + UpdateTryMergeWindowIntoHostViewports(window); + } + + // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport + if (window->Viewport == NULL) + if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + + // Mark window as allowed to protrude outside of its viewport and into the current monitor + if (!lock_viewport) + { + if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + { + // We need to take account of the possibility that mouse may become invalid. + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + else + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) + { + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. + const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) + { + // Steal/transfer ownership + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; + window->Viewport->LastNameHash = 0; + } + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + { + // New viewport + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); + } + } + else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) + { + // Regular (non-child, non-popup) windows by default are also allowed to protrude + // Child windows are kept contained within their parent. + window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; + } + } + + // Update flags + window->ViewportOwned = (window == window->Viewport->Window); + window->ViewportId = window->Viewport->ID; + + // If the OS window has a title bar, hide our imgui title bar + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + // window->Flags |= ImGuiWindowFlags_NoTitleBar; +} + +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Size = window->Size; + } + window->Viewport->UpdateWorkRect(); + + // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. + if (viewport_rect_changed) + UpdateViewportPlatformMonitor(window->Viewport); + + // Update common viewport flags + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; + ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // Not correct to set modal as topmost because: + // - Because other popups can be stacked above a modal (e.g. combo box in a modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) + // viewport_flags |= ImGuiViewportFlags_TopMost; + + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) + { + ImGuiID old_parent_viewport_id = window->Viewport->ParentViewportId; + window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; + if (window->Viewport->ParentViewportId != old_parent_viewport_id) + window->Viewport->ParentViewport = FindViewportByID(window->Viewport->ParentViewportId); + } + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + { + window->Viewport->ParentViewport = parent_window_in_stack->Viewport; + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + } + else + { + window->Viewport->ParentViewport = g.IO.ConfigViewportsNoDefaultParent ? NULL : GetMainViewport(); + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; + } +} + +// Called by user at the end of the main loop, after EndFrame() +// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. +void ImGui::UpdatePlatformWindows() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); + g.FrameCountPlatformEnded = g.FrameCount; + if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) + return; + + // Create/resize/destroy platform windows to match each active viewport. + // Skip the main viewport (index 0), which is always fully handled by the application! + for (int i = 1; i < g.Viewports.Size; i++) + { + ImGuiViewportP* viewport = g.Viewports[i]; + + // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) + bool destroy_platform_window = false; + destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); + destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); + if (destroy_platform_window) + { + DestroyPlatformWindow(viewport); + continue; + } + + // New windows that appears directly in a new viewport won't always have a size on their first frame + if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0) + continue; + + // Create window + const bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + if (is_new_platform_window) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + g.PlatformIO.Platform_CreateWindow(viewport); + if (g.PlatformIO.Renderer_CreateWindow != NULL) + g.PlatformIO.Renderer_CreateWindow(viewport); + g.PlatformWindowsCreatedCount++; + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. + viewport->PlatformWindowCreated = true; + } + + // Apply Position and Size (from ImGui to Platform/Renderer backends) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) + g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) + g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) + g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); + viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; + + // Update title bar (if it changed) + if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) + { + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); + if (viewport->LastNameHash != title_hash) + { + char title_end_backup_c = *title_end; + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); + *title_end = title_end_backup_c; + viewport->LastNameHash = title_hash; + } + } + + // Update alpha (if it changed) + if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha) + g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); + viewport->LastAlpha = viewport->Alpha; + + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. + if (g.PlatformIO.Platform_UpdateWindow) + g.PlatformIO.Platform_UpdateWindow(viewport); + + if (is_new_platform_window) + { + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) + if (g.FrameCount < 3) + viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; + + // Show window + g.PlatformIO.Platform_ShowWindow(viewport); + + // Even without focus, we assume the window becomes front-most. + // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. + if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount) + viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount; + } + + // Clear request flags + viewport->ClearRequestFlags(); + } +} + +// This is a default/basic function for performing the rendering/swap of multiple Platform Windows. +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: +// +// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MyRenderFunction(platform_io.Viewports[i], my_args); +// for (int i = 1; i < platform_io.Viewports.Size; i++) +// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0) +// MySwapBufferFunction(platform_io.Viewports[i], my_args); +// +void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg) +{ + // Skip the main viewport (index 0), which is always fully handled by the application! + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + } + for (int i = 1; i < platform_io.Viewports.Size; i++) + { + ImGuiViewport* viewport = platform_io.Viewports[i]; + if (viewport->Flags & ImGuiViewportFlags_IsMinimized) + continue; + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + } +} + +static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos)) + return monitor_n; + } + return -1; +} + +// Search for the monitor with the largest intersection area with the given rectangle +// We generally try to avoid searching loops but the monitor count should be very small here +// FIXME-OPT: We could test the last monitor used for that viewport first, and early +static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) +{ + ImGuiContext& g = *GImGui; + + const int monitor_count = g.PlatformIO.Monitors.Size; + if (monitor_count <= 1) + return monitor_count - 1; + + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. + const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); + int best_monitor_n = 0; // Default to the first monitor as fallback + float best_monitor_surface = 0.001f; + + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) + { + const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + if (monitor_rect.Contains(rect)) + return monitor_n; + ImRect overlapping_rect = rect; + overlapping_rect.ClipWithFull(monitor_rect); + float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight(); + if (overlapping_surface < best_monitor_surface) + continue; + best_monitor_surface = overlapping_surface; + best_monitor_n = monitor_n; + } + return best_monitor_n; +} + +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) +static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) +{ + viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); +} + +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + +void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) +{ + ImGuiContext& g = *GImGui; + if (viewport->PlatformWindowCreated) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + if (g.PlatformIO.Renderer_DestroyWindow) + g.PlatformIO.Renderer_DestroyWindow(viewport); + if (g.PlatformIO.Platform_DestroyWindow) + g.PlatformIO.Platform_DestroyWindow(viewport); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL); + + // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize() + // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public. + if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID) + viewport->PlatformWindowCreated = false; + } + else + { + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); + } + viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; + viewport->ClearRequestFlags(); +} + +void ImGui::DestroyPlatformWindows() +{ + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. + ImGuiContext& g = *GImGui; + for (ImGuiViewportP* viewport : g.Viewports) + DestroyPlatformWindow(viewport); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- +// Docking: Internal Types +// Docking: Forward Declarations +// Docking: ImGuiDockContext +// Docking: ImGuiDockContext Docking/Undocking functions +// Docking: ImGuiDockNode +// Docking: ImGuiDockNode Tree manipulation functions +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +// Docking: Builder Functions +// Docking: Begin/End Support Functions (called from Begin/End) +// Docking: Settings +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeWindowMenuUpdate() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Docking: Internal Types +//----------------------------------------------------------------------------- +// - ImGuiDockRequestType +// - ImGuiDockRequest +// - ImGuiDockPreviewData +// - ImGuiDockNodeSettings +// - ImGuiDockContext +//----------------------------------------------------------------------------- + +enum ImGuiDockRequestType +{ + ImGuiDockRequestType_None = 0, + ImGuiDockRequestType_Dock, + ImGuiDockRequestType_Undock, + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload +}; + +struct ImGuiDockRequest +{ + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; + + ImGuiDockRequest() + { + Type = ImGuiDockRequestType_None; + DockTargetWindow = DockPayload = UndockTargetWindow = NULL; + DockTargetNode = UndockTargetNode = NULL; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; + } +}; + +struct ImGuiDockPreviewData +{ + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } +}; + +// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) +struct ImGuiDockNodeSettings +{ + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } +}; + +//----------------------------------------------------------------------------- +// Docking: Forward Declarations +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static void DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext +//----------------------------------------------------------------------------- +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. +//----------------------------------------------------------------------------- +// - DockContextInitialize() +// - DockContextShutdown() +// - DockContextClearNodes() +// - DockContextRebuildNodes() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() +// - DockContextFindNodeByID() +// - DockContextBindNodeToWindow() +// - DockContextGenNodeID() +// - DockContextAddNode() +// - DockContextRemoveNode() +// - ImGuiDockContextPruneNodeData +// - DockContextPruneUnusedSettingsNodes() +// - DockContextBuildNodesFromSettings() +// - DockContextBuildAddWindowsToNodes() +//----------------------------------------------------------------------------- + +void ImGui::DockContextInitialize(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + + // Add .ini handle for persistent docking data + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; +} + +void ImGui::DockContextShutdown(ImGuiContext* ctx) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + IM_DELETE(node); +} + +void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs) +{ + IM_UNUSED(ctx); + IM_ASSERT(ctx == GImGui); + DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs); + DockBuilderRemoveNodeChildNodes(root_id); +} + +// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) +void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); + SaveIniSettingsToMemory(); + ImGuiID root_id = 0; // Rebuild all + DockContextClearNodes(ctx, root_id, false); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, root_id); +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + { + if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) + DockContextClearNodes(ctx, 0, true); + return; + } + + // Setting NoSplit at runtime merges all nodes + if (g.IO.ConfigDockingNoSplit) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode() && node->IsSplitNode()) + { + DockBuilderRemoveNodeChildNodes(node->ID); + //dc->WantFullRebuild = true; + } + + // Process full rebuild +#if 0 + if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + dc->WantFullRebuild = true; +#endif + if (dc->WantFullRebuild) + { + DockContextRebuildNodes(ctx); + dc->WantFullRebuild = false; + } + + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) + for (ImGuiDockRequest& req : dc->Requests) + { + if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow) + DockContextProcessUndockWindow(ctx, req.UndockTargetWindow); + else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode) + DockContextProcessUndockNode(ctx, req.UndockTargetNode); + } +} + +// Docking context update function, called by NewFrame() +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // [DEBUG] Store hovered dock node. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. + g.DebugHoveredDockNode = NULL; + if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) + { + if (hovered_window->DockNodeAsHost) + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; + } + + // Process Docking requests + for (ImGuiDockRequest& req : dc->Requests) + if (req.Type == ImGuiDockRequestType_Dock) + DockContextProcessDock(ctx, &req); + dc->Requests.resize(0); + + // Create windows for each automatic docking nodes + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsFloatingNode()) + DockNodeUpdate(node); +} + +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); + node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +{ + return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); +} + +ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) +{ + // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) + // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. + ImGuiID id = 0x0001; + while (DockContextFindNodeByID(ctx, id) != NULL) + id++; + return id; +} + +static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) +{ + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. + ImGuiContext& g = *ctx; + if (id == 0) + id = DockContextGenNodeID(ctx); + else + IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); + + // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); + ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); + ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); + return node; +} + +static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); + IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); + IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); + IM_ASSERT(node->Windows.Size == 0); + + if (node->HostWindow) + node->HostWindow->DockNodeAsHost = NULL; + + ImGuiDockNode* parent_node = node->ParentNode; + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + if (merge) + { + IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + DockNodeTreeMerge(&g, parent_node, sibling_node); + } + else + { + for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++) + if (parent_node->ChildNodes[n] == node) + node->ParentNode->ChildNodes[n] = NULL; + dc->Nodes.SetVoidPtr(node->ID, NULL); + IM_DELETE(node); + } +} + +static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs) +{ + const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs; + const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs; + return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); +} + +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. +struct ImGuiDockContextPruneNodeData +{ + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } +}; + +// Garbage collect unused nodes (run once at init time) +static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IM_ASSERT(g.Windows.Size == 0); + + ImPool pool; + pool.Reserve(dc->NodesSettings.Size); + + // Count child nodes and compute RootID + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (pool.GetByKey(settings->ID) != 0) + { + settings->ID = 0; // Duplicate + continue; + } + ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + if (settings->ParentNodeId) + pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; + } + + // Count reference to dock ids from dockspaces + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + if (settings->ParentWindowId != 0) + if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId)) + if (window_settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId)) + data->CountChildNodes++; + } + + // Count reference to dock ids from window settings + // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID dock_id = settings->DockId) + if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) + { + data->CountWindows++; + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + data_root->CountChildWindows++; + } + + // Prune + for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); + if (data == NULL || data->CountWindows > 1) + continue; + ImGuiDockContextPruneNodeData* data_root = (settings->ID == data->RootId) ? data : pool.GetByKey(data->RootId); + ImGuiDockContextPruneNodeData* data_parent = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : NULL; + + bool remove = false; + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data_root == NULL || data_root->CountChildWindows == 0); + if (remove) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + DockSettingsRemoveNodeReferences(&settings->ID, 1); + settings->ID = 0; + } + else if (data_parent && data_parent->CountChildNodes == 1) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Merge 0x%08X->0X%08X\n", settings->ID, settings->ParentNodeId); + DockSettingsRenameNodeReferences(settings->ID, settings->ParentNodeId); + settings->ID = 0; + } + } +} + +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) +{ + // Build nodes + ImGuiContext& g = *ctx; IM_UNUSED(g); + for (int node_n = 0; node_n < node_settings_count; node_n++) + { + ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; + if (settings->ID == 0) + continue; + if (DockContextFindNodeByID(ctx, settings->ID) != NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextBuildNodesFromSettings: skip duplicate node 0x%08X\n", settings->ID); + continue; + } + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; + if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) + node->ParentNode->ChildNodes[0] = node; + else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) + node->ParentNode->ChildNodes[1] = node; + node->SelectedTabId = settings->SelectedTabId; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + + // Bind host window immediately if it already exist (in case of a rebuild) + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. + char host_window_title[20]; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + } +} + +void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id) +{ + // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame) + ImGuiContext& g = *ctx; + for (ImGuiWindow* window : g.Windows) + { + if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1) + continue; + if (window->DockNode != NULL) + continue; + + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) + DockNodeAddWindow(node, window, true); + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockContext Docking/Undocking functions +//----------------------------------------------------------------------------- +// - DockContextQueueDock() +// - DockContextQueueUndockWindow() +// - DockContextQueueUndockNode() +// - DockContextQueueNotifyRemovedNode() +// - DockContextProcessDock() +// - DockContextProcessUndockWindow() +// - DockContextProcessUndockNode() +// - DockContextCalcDropPosForDocking() +//----------------------------------------------------------------------------- + +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) +{ + IM_ASSERT(target != payload); + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Dock; + req.DockTargetWindow = target; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetWindow = window; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Undock; + req.UndockTargetNode = node; + ctx->DockContext.Requests.push_back(req); +} + +void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiDockContext* dc = &ctx->DockContext; + for (ImGuiDockRequest& req : dc->Requests) + if (req.DockTargetNode == node) + req.Type = ImGuiDockRequestType_None; +} + +void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) +{ + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); + + ImGuiContext& g = *ctx; + IM_UNUSED(g); + + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; + if (payload_window) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir); + else + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); + + // Decide which Tab will be selected at the end of the operation + ImGuiID next_selected_id = 0; + ImGuiDockNode* payload_node = NULL; + if (payload_window) + { + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. + if (payload_node && payload_node->IsLeafNode()) + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; + if (payload_node == NULL) + next_selected_id = payload_window->TabId; + } + + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. + if (node) + IM_ASSERT(node->LastFrameAlive <= g.FrameCount); + if (node && target_window && node == target_window->DockNodeAsHost) + IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode()); + + // Create new node and add existing window to it + if (node == NULL) + { + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; + node->Size = target_window->Size; + if (target_window->DockNodeAsHost == NULL) + { + DockNodeAddWindow(node, target_window, true); + node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted; + target_window->DockIsActive = true; + } + } + + ImGuiDir split_dir = req->DockSplitDir; + if (split_dir != ImGuiDir_None) + { + // Split into two, one side will be our payload node unless we are dropping a loose window + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! + ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; + new_node->HostWindow = node->HostWindow; + node = new_node; + } + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + + if (node != payload_node) + { + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) + if (node->Windows.Size > 0 && node->TabBar == NULL) + { + DockNodeAddTabBar(node); + for (int n = 0; n < node->Windows.Size; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + + if (payload_node != NULL) + { + // Transfer full payload node (with 1+ child windows or child nodes) + if (payload_node->IsSplitNode()) + { + if (node->Windows.Size > 0) + { + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. + ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; + if (visible_node->TabBar) + IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); + DockNodeMoveWindows(node, visible_node); + DockNodeMoveWindows(visible_node, node); + DockSettingsRenameNodeReferences(node->ID, visible_node->ID); + } + if (node->IsCentralNode()) + { + // Central node property needs to be moved to a leaf node, pick the last focused one. + // FIXME-DOCK: If we had to transfer other flags here, what would the policy be? + ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId); + IM_ASSERT(last_focused_node != NULL); + ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); + IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); + last_focused_root_node->CentralNode = last_focused_node; + } + + IM_ASSERT(node->Windows.Size == 0); + DockNodeMoveChildNodes(node, payload_node); + } + else + { + const ImGuiID payload_dock_id = payload_node->ID; + DockNodeMoveWindows(node, payload_node); + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + DockContextRemoveNode(ctx, payload_node, true); + } + else if (payload_window) + { + // Transfer single window + const ImGuiID payload_dock_id = payload_window->DockId; + node->VisibleWindow = payload_window; + DockNodeAddWindow(node, payload_window, true); + if (payload_dock_id != 0) + DockSettingsRenameNodeReferences(payload_dock_id, node->ID); + } + } + else + { + // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar + node->WantHiddenTabBarUpdate = true; + } + + // Update selection immediately + if (ImGuiTabBar* tab_bar = node->TabBar) + tab_bar->NextSelectedTabId = next_selected_id; + MarkIniSettingsDirty(); +} + +// Problem: +// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// Solution: +// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. +// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + max_size = ImTrunc(monitor->WorkSize * 0.90f); + } + return ImMin(size, max_size); +} + +void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); + else + window->DockId = 0; + window->Collapsed = false; + window->DockIsActive = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + + MarkIniSettingsDirty(); +} + +void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) +{ + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Windows.Size >= 1); + + if (node->IsRootNode() || node->IsCentralNode()) + { + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. + ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; + DockNodeMoveWindows(new_node, node); + DockSettingsRenameNodeReferences(node->ID, new_node->ID); + node = new_node; + } + else + { + // Otherwise extract our node and merge our sibling back into the parent node. + IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + node->ParentNode->ChildNodes[index_in_parent] = NULL; + DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport + node->ParentNode = NULL; + } + for (ImGuiWindow* window : node->Windows) + { + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->WantMouseMove = true; + MarkIniSettingsDirty(); +} + +// This is mostly used for automation. +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) +{ + if (target != NULL && target_node == NULL) + target_node = target->DockNode; + + // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects + // (which would be functionally identical) we only show the outer one. Reflect this here. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode +//----------------------------------------------------------------------------- +// - DockNodeGetTabOrder() +// - DockNodeAddWindow() +// - DockNodeRemoveWindow() +// - DockNodeMoveChildNodes() +// - DockNodeMoveWindows() +// - DockNodeApplyPosSizeToWindows() +// - DockNodeHideHostWindow() +// - ImGuiDockNodeFindInfoResults +// - DockNodeFindInfo() +// - DockNodeFindWindowByID() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() +// - DockNodeUpdateVisibleFlag() +// - DockNodeStartMouseMovingWindow() +// - DockNodeUpdate() +// - DockNodeUpdateWindowMenu() +// - DockNodeBeginAmendTabBar() +// - DockNodeEndAmendTabBar() +// - DockNodeUpdateTabBar() +// - DockNodeAddTabBar() +// - DockNodeRemoveTabBar() +// - DockNodeIsDropAllowedOne() +// - DockNodeIsDropAllowed() +// - DockNodeCalcTabBarLayout() +// - DockNodeCalcSplitRects() +// - DockNodeCalcDropRectsAndTestMousePos() +// - DockNodePreviewDockSetup() +// - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- + +ImGuiDockNode::ImGuiDockNode(ImGuiID id) +{ + ID = id; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; + ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; + + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; + HostWindow = VisibleWindow = NULL; + CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; + LastFrameAlive = LastFrameActive = LastFrameFocused = -1; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; + RefViewportId = 0; + AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; + WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; +} + +ImGuiDockNode::~ImGuiDockNode() +{ + IM_DELETE(TabBar); + TabBar = NULL; + ChildNodes[0] = ChildNodes[1] = NULL; +} + +int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) +{ + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + if (tab_bar == NULL) + return -1; + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); + return tab ? TabBarGetTabOrder(tab_bar, tab) : -1; +} + +static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) +{ + window->Hidden = true; + window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + +static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) +{ + ImGuiContext& g = *GImGui; (void)g; + if (window->DockNode) + { + // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) + IM_ASSERT(window->DockNode->ID != node->ID); + DockNodeRemoveWindow(window->DockNode, window, 0); + } + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) + DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); + + node->Windows.push_back(window); + node->WantHiddenTabBarUpdate = true; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; + + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. + if (node->HostWindow == NULL && node->IsFloatingNode()) + { + if (node->AuthorityForPos == ImGuiDataAuthority_Auto) + node->AuthorityForPos = ImGuiDataAuthority_Window; + if (node->AuthorityForSize == ImGuiDataAuthority_Auto) + node->AuthorityForSize = ImGuiDataAuthority_Window; + if (node->AuthorityForViewport == ImGuiDataAuthority_Auto) + node->AuthorityForViewport = ImGuiDataAuthority_Window; + } + + // Add to tab bar if requested + if (add_to_tab_bar) + { + if (node->TabBar == NULL) + { + DockNodeAddTabBar(node); + node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId; + + // Add existing windows + for (int n = 0; n < node->Windows.Size - 1; n++) + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]); + } + TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window); + } + + DockNodeUpdateVisibleFlag(node); + + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. + if (node->HostWindow) + UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); +} + +static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window->DockNode == node); + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); + + window->DockNode = NULL; + window->DockIsActive = window->DockTabWantClose = false; + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately + + if (node->HostWindow && node->HostWindow->ViewportOwned) + { + // When undocking from a user interaction this will always run in NewFrame() and have not much effect. + // But mid-frame, if we clear viewport we need to mark window as hidden as well. + window->Viewport = NULL; + window->ViewportId = 0; + window->ViewportOwned = false; + window->Hidden = true; + } + + // Remove window + bool erased = false; + for (int n = 0; n < node->Windows.Size; n++) + if (node->Windows[n] == window) + { + node->Windows.erase(node->Windows.Data + n); + erased = true; + break; + } + if (!erased) + IM_ASSERT(erased); + if (node->VisibleWindow == window) + node->VisibleWindow = NULL; + + // Remove tab and possibly tab bar + node->WantHiddenTabBarUpdate = true; + if (node->TabBar) + { + TabBarRemoveTab(node->TabBar, window->TabId); + const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; + if (node->Windows.Size < tab_count_threshold_for_tab_bar) + DockNodeRemoveTabBar(node); + } + + if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID) + { + // Automatic dock node delete themselves if they are not holding at least one tab + DockContextRemoveNode(&g, node, true); + return; + } + + if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow) + { + ImGuiWindow* remaining_window = node->Windows[0]; + // Note: we used to transport viewport ownership here. + remaining_window->Collapsed = node->HostWindow->Collapsed; + } + + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree + DockNodeUpdateVisibleFlag(node); +} + +static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + IM_ASSERT(dst_node->Windows.Size == 0); + dst_node->ChildNodes[0] = src_node->ChildNodes[0]; + dst_node->ChildNodes[1] = src_node->ChildNodes[1]; + if (dst_node->ChildNodes[0]) + dst_node->ChildNodes[0]->ParentNode = dst_node; + if (dst_node->ChildNodes[1]) + dst_node->ChildNodes[1]->ParentNode = dst_node; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; + src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; +} + +static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node) +{ + // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered) + IM_ASSERT(src_node && dst_node && dst_node != src_node); + ImGuiTabBar* src_tab_bar = src_node->TabBar; + if (src_tab_bar != NULL) + IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size); + + // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.) + bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL); + if (move_tab_bar) + { + dst_node->TabBar = src_node->TabBar; + src_node->TabBar = NULL; + } + + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) + { + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); + } + src_node->Windows.clear(); + + if (!move_tab_bar && src_node->TabBar) + { + if (dst_node->TabBar) + dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId; + DockNodeRemoveTabBar(src_node); + } +} + +static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) +{ + for (ImGuiWindow* window : node->Windows) + { + SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame + SetWindowSize(window, node->Size, ImGuiCond_Always); + } +} + +static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) +{ + if (node->HostWindow) + { + if (node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + node->HostWindow = NULL; + } + + if (node->Windows.Size == 1) + { + node->VisibleWindow = node->Windows[0]; + node->Windows[0]->DockIsActive = false; + } + + if (node->TabBar) + DockNodeRemoveTabBar(node); +} + +// Search function called once by root node in DockNodeUpdate() +struct ImGuiDockNodeTreeInfo +{ + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; + + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } +}; + +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) +{ + if (node->Windows.Size > 0) + { + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; + } + if (node->IsCentralNode()) + { + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; + } + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) + return; + if (node->ChildNodes[0]) + DockNodeFindInfo(node->ChildNodes[0], info); + if (node->ChildNodes[1]) + DockNodeFindInfo(node->ChildNodes[1], info); +} + +static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) +{ + IM_ASSERT(id != 0); + for (ImGuiWindow* window : node->Windows) + if (window->ID == id) + return window; + return NULL; +} + +// - Remove inactive windows/nodes. +// - Update visibility flag. +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); + + // Inherit most flags + if (node->ParentNode) + node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + + // Recurse into children + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); + + // Remove inactive windows, collapse nodes + // Merge node flags overrides stored in windows + node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + IM_ASSERT(window->DockNode == node); + + bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + bool remove = false; + remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= (window->DockTabWantClose); + if (remove) + { + window->DockTabWantClose = false; + if (node->Windows.Size == 1 && !node->IsCentralNode()) + { + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + return; + } + DockNodeRemoveWindow(node, window, node->ID); + window_n--; + continue; + } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; + } + node->UpdateMergedFlags(); + + // Auto-hide tab bar option + ImGuiDockNodeFlags node_flags = node->MergedFlags; + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) + node->WantHiddenTabBarToggle = true; + node->WantHiddenTabBarUpdate = false; + + // Cancel toggling if we know our tab bar is enforced to be hidden at all times + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + node->WantHiddenTabBarToggle = false; + + // Apply toggles at a single point of the frame (here!) + if (node->Windows.Size > 1) + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); + else if (node->WantHiddenTabBarToggle) + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); + node->WantHiddenTabBarToggle = false; + + DockNodeUpdateVisibleFlag(node); +} + +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + +static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) +{ + // Update visibility flag + bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode(); + is_visible |= (node->Windows.Size > 0); + is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible); + is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible); + node->IsVisible = is_visible; +} + +static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->WantMouseMove == true); + StartMouseMovingWindow(window); + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. + node->WantMouseMove = false; +} + +// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. +static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) +{ + DockNodeUpdateFlagsAndCollapse(node); + + // - Setup central node pointers + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; + + // Copy the window class from of our first window so it can be used for proper dock filtering. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. + // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) + { + node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; + for (int n = 1; n < first_node_with_windows->Windows.Size; n++) + if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false) + { + node->WindowClass = first_node_with_windows->Windows[n]->WindowClass; + break; + } + } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } +} + +static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; +} + +static void ImGui::DockNodeUpdate(ImGuiDockNode* node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(node->LastFrameActive != g.FrameCount); + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; + + node->CentralNode = node->OnlyNodeWithWindows = NULL; + if (node->IsRootNode()) + DockNodeUpdateForRootNode(node); + + // Remove tab bar if not needed + if (node->TabBar && node->IsNoTabBar()) + DockNodeRemoveTabBar(node); + + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) + bool want_to_hide_host_window = false; + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) + want_to_hide_host_window = true; + } + if (want_to_hide_host_window) + { + if (node->Windows.Size == 1) + { + // Floating window pos/size is authoritative + ImGuiWindow* single_window = node->Windows[0]; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + + // Transfer focus immediately so when we revert to a regular window it is immediately selected + if (node->HostWindow && g.NavWindow == node->HostWindow) + FocusWindow(single_window); + if (node->HostWindow) + { + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name); + single_window->Viewport = node->HostWindow->Viewport; + single_window->ViewportId = node->HostWindow->ViewportId; + if (node->HostWindow->ViewportOwned) + { + single_window->Viewport->ID = single_window->ID; + single_window->Viewport->Window = single_window; + single_window->ViewportOwned = true; + } + } + node->RefViewportId = single_window->ViewportId; + } + + DockNodeHideHostWindow(node); + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->HasCloseButton = node->HasWindowMenuButton = false; + node->LastFrameActive = g.FrameCount; + + if (node->WantMouseMove && node->Windows.Size == 1) + DockNodeStartMouseMovingWindow(node, node->Windows[0]); + return; + } + + // In some circumstance we will defer creating the host window (so everything will be kept hidden), + // while the expected visible window is resizing itself. + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: + // N+0: Begin(): window created (with no known size), node is created + // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible + // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. + if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) + { + IM_ASSERT(node->Windows.Size > 0); + ImGuiWindow* ref_window = NULL; + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); + if (ref_window == NULL) + ref_window = node->Windows[0]; + if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0) + { + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing; + return; + } + } + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // Decide if the node will have a close button and a window menu button + node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; + node->HasCloseButton = false; + for (ImGuiWindow* window : node->Windows) + { + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if ((node_flags & ImGuiDockNodeFlags_NoCloseButton) || !g.Style.DockingNodeHasCloseButton) + node->HasCloseButton = false; + + // Bind or create host window + ImGuiWindow* host_window = NULL; + bool beginned_into_host_window = false; + if (node->IsDockSpace()) + { + // [Explicit root dockspace node] + IM_ASSERT(node->HostWindow); + host_window = node->HostWindow; + } + else + { + // [Automatic root or child nodes] + if (node->IsRootNode() && node->IsVisible) + { + ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + + // Sync Pos + if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window) + SetNextWindowPos(ref_window->Pos); + else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode) + SetNextWindowPos(node->Pos); + + // Sync Size + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowSize(ref_window->SizeFull); + else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode) + SetNextWindowSize(node->Size); + + // Sync Collapsed + if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window) + SetNextWindowCollapsed(ref_window->Collapsed); + + // Sync Viewport + if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window) + SetNextWindowViewport(ref_window->ViewportId); + else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0) + SetNextWindowViewport(node->RefViewportId); + + SetNextWindowClass(&node->WindowClass); + + // Begin into the host window + char window_label[20]; + DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoTitleBar; + + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); + Begin(window_label, NULL, window_flags); + PopStyleVar(); + beginned_into_host_window = true; + + host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->DC.CursorPos = host_window->Pos; + node->Pos = host_window->Pos; + node->Size = host_window->Size; + + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. + if (node->HostWindow->Appearing) + BringWindowToDisplayFront(node->HostWindow); + + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + else if (node->ParentNode) + { + node->HostWindow = host_window = node->ParentNode->HostWindow; + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto; + } + if (node->WantMouseMove && node->HostWindow) + DockNodeStartMouseMovingWindow(node, node->HostWindow); + } + node->RefViewportId = 0; // Clear when we have a host window + + // Update focused node (the one whose title bar is highlight) within a node tree + if (node->IsSplitNode()) + IM_ASSERT(node->TabBar == NULL); + if (node->IsRootNode()) + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } + + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); + bool central_node_hole_register_hit_test_hole = central_node_hole; + if (central_node_hole) + if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + central_node_hole_register_hit_test_hole = false; + if (central_node_hole_register_hit_test_hole) + { + // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen + // covering passthru node we'd have a gap on the edge not covered by the hole) + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode + ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); + ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); + ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= g.WindowsBorderHoverPadding; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += g.WindowsBorderHoverPadding; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= g.WindowsBorderHoverPadding; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (central_node_hole && !hole_rect.IsInverted()) + { + SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + } + } + + // Update position/size, process and draw resizing splitters + if (node->IsRootNode() && host_window) + { + DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); + PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]); + PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]); + PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]); + DockNodeTreeUpdateSplitter(node); + PopStyleColor(3); + } + + // Draw empty node background (currently can only be the Central Node) + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } + + // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; + if (render_dockspace_bg && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + if (central_node_hole) + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); + else + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); + } + + // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); + if (host_window && node->Windows.Size > 0) + { + DockNodeUpdateTabBar(node, host_window); + } + else + { + node->WantCloseAll = false; + node->WantCloseTabId = 0; + node->IsFocused = false; + } + if (node->TabBar && node->TabBar->SelectedTabId) + node->SelectedTabId = node->TabBar->SelectedTabId; + else if (node->Windows.Size > 0) + node->SelectedTabId = node->Windows[0]->TabId; + + // Draw payload drop target + if (host_window && node->IsVisible) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) + BeginDockableDragDropTarget(host_window); + + // We update this after DockNodeUpdateTabBar() + node->LastFrameActive = g.FrameCount; + + // Recurse into children + // FIXME-DOCK FIXME-OPT: Should not need to recurse into children + if (host_window) + { + if (node->ChildNodes[0]) + DockNodeUpdate(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdate(node->ChildNodes[1]); + + // Render outer borders last (after the tab bar) + if (node->IsRootNode()) + RenderWindowOuterBorders(host_window); + } + + // End host window + if (beginned_into_host_window) //-V1020 + End(); +} + +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. +static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) +{ + ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; + ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window; + if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder)) + return d; + return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); +} + +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler) +void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + // Try to position the menu so it is more likely to stays within the same viewport + ImGuiContext& g = *GImGui; + if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); + else + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); + if (BeginPopup("#WindowMenu")) + { + node->IsFocused = true; + g.DockNodeWindowMenuHandler(&g, node, tab_bar); + EndPopup(); + } +} + +// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button. +bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL || node->HostWindow == NULL) + return false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return false; + if (node->TabBar->ID == 0) + return false; + Begin(node->HostWindow->Name); + PushOverrideID(node->ID); + bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags); + IM_UNUSED(ret); + IM_ASSERT(ret); + return true; +} + +void ImGui::DockNodeEndAmendTabBar() +{ + EndTabBar(); + PopID(); + End(); +} + +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + +// Submit the tab bar corresponding to a dock node and various housekeeping details. +static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); + node->WantCloseAll = false; + node->WantCloseTabId = 0; + + // Decide if we should use a focused title bar color + bool is_focused = false; + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (IsDockNodeTitleBarHighlighted(node, root_node)) + is_focused = true; + + // Hidden tab bar will show a triangle on the upper-left (in Begin) + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + { + node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; + node->IsFocused = is_focused; + if (is_focused) + node->LastFrameFocused = g.FrameCount; + if (node->VisibleWindow) + { + // Notify root of visible window (used to display title in OS task bar) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + if (node->TabBar) + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + } + return; + } + + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed + bool backup_skip_item = host_window->SkipItems; + if (!node->IsDockSpace()) + { + host_window->SkipItems = false; + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + } + + // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. + PushOverrideID(node->ID); + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + if (tab_bar == NULL) + { + DockNodeAddTabBar(node); + tab_bar = node->TabBar; + } + + ImGuiID focus_tab_id = 0; + node->IsFocused = is_focused; + + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // In a dock node, the Collapse Button turns into the Window Menu button. + // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? + if (has_window_menu_button && IsPopupOpen("#WindowMenu")) + { + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; + is_focused |= node->IsFocused; + } + + // Layout + ImRect title_bar_rect, tab_bar_rect; + ImVec2 window_menu_button_pos; + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) + TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); + } + + // Title bar + if (is_focused) + node->LastFrameFocused = g.FrameCount; + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); + + // Docking/Collapse button + if (has_window_menu_button) + { + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) + OpenPopup("#WindowMenu"); + if (IsItemActive()) + focus_tab_id = tab_bar->SelectedTabId; + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode)); + } + + // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value + int tabs_unsorted_start = tab_bar->Tabs.Size; + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) + { + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? + tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; + tabs_unsorted_start = tab_n; + } + if (tab_bar->Tabs.Size > tabs_unsorted_start) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_UNUSED(tab); + IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1); + if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + } + + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated + if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; + else if (tab_bar->Tabs.Size > tabs_count_old) + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; + + // Begin tab bar + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyMixed; // Enforce default policy. Since 1.92.2 this is now reasonable. May expose later if needed. (#8800, #3421) + tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; + if (!host_window->Collapsed && is_focused) + tab_bar_flags |= ImGuiTabBarFlags_IsFocused; + tab_bar->ID = GetID("#TabBar"); + tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width + tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize; + BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + + // Submit actual tabs + node->VisibleWindow = NULL; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (window->LastFrameActive + 1 < g.FrameCount && node_was_active) + continue; // FIXME: Not sure if that's still taken/useful. + + ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; + if (window->Flags & ImGuiWindowFlags_UnsavedDocument) + tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Apply stored style overrides for the window + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) + bool tab_open = true; + TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); + if (!tab_open) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) + node->VisibleWindow = window; + + // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call + window->DC.DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DC.DockTabItemRect = g.LastItemData.Rect; + + // Update navigation ID on menu layer + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; + } + + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + + // Notify root of visible window (used to display title in OS task bar) + if (node->VisibleWindow) + if (is_focused || root_node->VisibleWindow == NULL) + root_node->VisibleWindow = node->VisibleWindow; + + // Close button (after VisibleWindow was updated) + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + const bool close_button_is_visible = node->HasCloseButton; + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + if (close_button_is_visible) + { + if (!close_button_is_enabled) + { + PushItemFlag(ImGuiItemFlags_Disabled, true); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); + } + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); + } + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; + if (!close_button_is_enabled) + { + PopStyleColor(); + PopItemFlag(); + } + } + + // When clicking on the title bar outside of tabs, we still focus the selected tab for that node + // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them. + ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); + if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) + { + // AllowOverlap mode required for appending into dock node tab bar, + // otherwise dragging window will steal HoveredId and amended tabs cannot get them. + bool held; + KeepAliveID(title_bar_id); + ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap); + if (g.HoveredId == title_bar_id) + { + g.LastItemData.ID = title_bar_id; + } + if (held) + { + if (IsMouseClicked(0)) + focus_tab_id = tab_bar->SelectedTabId; + + // Forward moving request to selected window + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space + } + } + + // Forward focus from host node to selected window + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + // focus_tab_id = tab_bar->SelectedTabId; + + // When clicked on a tab we requested focus to the docked child + // This overrides the value set by "forward focus from host node to selected window". + if (tab_bar->NextSelectedTabId) + focus_tab_id = tab_bar->NextSelectedTabId; + + // Apply navigation focus + if (focus_tab_id != 0) + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id)) + if (tab->Window) + { + FocusWindow(tab->Window); + if (g.NavId == 0) // only init if FocusWindow() didn't restore anything. + NavInitWindow(tab->Window, false); + } + + EndTabBar(); + PopID(); + + // Restore SkipItems flag + if (!node->IsDockSpace()) + { + host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + host_window->SkipItems = backup_skip_item; + } +} + +static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node) +{ + IM_ASSERT(node->TabBar == NULL); + node->TabBar = IM_NEW(ImGuiTabBar); +} + +static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) +{ + if (node->TabBar == NULL) + return; + IM_DELETE(node->TabBar); + node->TabBar = NULL; +} + +static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) +{ + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + return false; + + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* payload_class = &payload->WindowClass; + if (host_class->ClassId != payload_class->ClassId) + { + bool pass = false; + if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0) + pass = true; + if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) + pass = true; + if (!pass) + return false; + } + + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + + return true; +} + +static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) +{ + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering + return true; + + const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + if (DockNodeIsDropAllowedOne(payload, host_window)) + return true; + } + return false; +} + +// window menu button == collapse button when not in a dock node. +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } + + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; + ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y); + if (node->HasCloseButton) + { + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + r.Min.x += button_sz + style.ItemInnerSpacing.x; + } + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y); + r.Max.x -= button_sz + style.ItemInnerSpacing.x; + } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } +} + +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) +{ + ImGuiContext& g = *GImGui; + const float dock_spacing = g.Style.ItemInnerSpacing.x; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; + + // Distribute size on given axis (with a desired size or equally) + const float w_avail = size_old[axis] - dock_spacing; + if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f) + { + size_new[axis] = size_new_desired[axis]; + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + else + { + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); + } + + // Position each node + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + { + pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing; + } + else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up) + { + pos_new[axis] = pos_old[axis]; + pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing; + } +} + +// Retrieve the drop rectangles for a given direction or for the center + perform hit testing. +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) +{ + ImGuiContext& g = *GImGui; + + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center + if (outer_docking) + { + //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImTrunc(hs_w * 0.15f); + //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); + hs_w = ImTrunc(hs_for_central_nodes * 1.50f); + hs_h = ImTrunc(hs_for_central_nodes * 0.80f); + off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h)); + } + else + { + hs_w = ImTrunc(hs_for_central_nodes); + hs_h = ImTrunc(hs_for_central_nodes * 0.90f); + off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f)); + } + + ImVec2 c = ImTrunc(parent.GetCenter()); + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } + + if (test_mouse_pos == NULL) + return false; + + ImRect hit_r = out_r; + if (!outer_docking) + { + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides + hit_r.Expand(ImTrunc(hs_w * 0.30f)); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); + float r_threshold_center = hs_w * 1.4f; + float r_threshold_sides = hs_w * (1.4f + 1.2f); + if (mouse_delta_len2 < r_threshold_center * r_threshold_center) + return (dir == ImGuiDir_None); + if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) + return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y)); + } + return hit_r.Contains(*test_mouse_pos); +} + +// host_node may be NULL if the window doesn't have a DockNode already. +// FIXME-DOCK: This is misnamed since it's also doing the filtering. +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) +{ + ImGuiContext& g = *GImGui; + + // There is an edge case when docking into a dockspace which only has inactive nodes. + // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. + // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + if (ref_node_for_rect) + IM_ASSERT(ref_node_for_rect->IsVisible == true); + + // Filter, figure out where we are allowed to dock + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + data->IsCenterAvailable = true; + if (is_outer_docking) + data->IsCenterAvailable = false; + else if (g.IO.ConfigDockingNoDockingOver) + data->IsCenterAvailable = false; + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode()) + data->IsCenterAvailable = false; + else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) + data->IsCenterAvailable = false; + + data->IsSidesAvailable = true; + if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit) + data->IsSidesAvailable = false; + else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) + data->IsSidesAvailable = false; + else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther) + data->IsSidesAvailable = false; + + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton); + data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + + // Calculate drop shapes geometry for allowed splitting directions + IM_ASSERT(ImGuiDir_None == -1); + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; + data->IsSplitDirExplicit = false; + if (!host_window->Collapsed) + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (dir == ImGuiDir_None && !data->IsCenterAvailable) + continue; + if (dir != ImGuiDir_None && !data->IsSidesAvailable) + continue; + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) + { + data->SplitDir = (ImGuiDir)dir; + data->IsSplitDirExplicit = true; + } + } + + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar + data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) + data->IsDropAllowed = false; + + // Calculate split area + data->SplitRatio = 0.0f; + if (data->SplitDir != ImGuiDir_None) + { + ImGuiDir split_dir = data->SplitDir; + ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 size_new, size_old = data->FutureNode.Size; + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size); + + // Calculate split ratio so we can pass it down the docking request + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; + data->FutureNode.Size = size_new; + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + } +} + +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. + const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; + + // In case the two windows involved are on different viewports, we will draw the overlay on each of them. + int overlay_draw_lists_count = 0; + ImDrawList* overlay_draw_lists[2]; + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport); + if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload) + overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); + + // Draw main preview rectangle + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); + const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); + + // Display area preview + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + if (data->IsDropAllowed) + { + ImRect overlay_rect = data->FutureNode.Rect(); + if (data->SplitDir == ImGuiDir_None && can_preview_tabs) + overlay_rect.Min.y += GetFrameHeight(); + if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); + } + + // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) + if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable) + { + // Compute target tab bar geometry so we can locate our preview tabs + ImRect tab_bar_rect; + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); + ImVec2 tab_pos = tab_bar_rect.Min; + if (host_node && host_node->TabBar) + { + if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. + else + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x; + } + else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) + { + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar + } + + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) + if (root_payload->DockNodeAsHost) + IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); + ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + for (int payload_n = 0; payload_n < payload_count; payload_n++) + { + // DockNode's TabBar may have non-window Tabs manually appended by user + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + if (tab_bar_with_payload && payload_window == NULL) + continue; + if (!DockNodeIsDropAllowedOne(payload_window, host_window)) + continue; + + // Calculate the tab bounding box for each payload window + ImVec2 tab_size = TabItemCalcSize(payload_window); + ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); + tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; + const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]); + const ImU32 overlay_col_unsaved_marker = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_UnsavedMarker]); + PushStyleColor(ImGuiCol_Text, overlay_col_text); + PushStyleColor(ImGuiCol_UnsavedMarker, overlay_col_unsaved_marker); + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0; + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); + TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); + if (!tab_bar_rect.Contains(tab_bb)) + overlay_draw_lists[overlay_n]->PopClipRect(); + } + PopStyleColor(2); + } + } + + // Display drop boxes + const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding); + for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) + { + if (!data->DropRectsDraw[dir + 1].IsInverted()) + { + ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r_in = draw_r; + draw_r_in.Expand(-2.0f); + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; + for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) + { + ImVec2 center = ImFloor(draw_r_in.GetCenter()); + overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); + if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + } + } + + // Stop after ImGuiDir_None + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit) + return; + } +} + +//----------------------------------------------------------------------------- +// Docking: ImGuiDockNode Tree manipulation functions +//----------------------------------------------------------------------------- +// - DockNodeTreeSplit() +// - DockNodeTreeMerge() +// - DockNodeTreeUpdatePosSize() +// - DockNodeTreeUpdateSplitterFindTouchingNode() +// - DockNodeTreeUpdateSplitter() +// - DockNodeTreeFindFallbackLeafNode() +// - DockNodeTreeFindNodeByPos() +//----------------------------------------------------------------------------- + +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_axis != ImGuiAxis_None); + + ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); + child_0->ParentNode = parent_node; + + ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); + child_1->ParentNode = parent_node; + + ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; + DockNodeMoveChildNodes(child_inheritor, parent_node); + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; + + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. + child_0->SizeRef = child_1->SizeRef = parent_node->Size; + child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]); + + DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); + DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); + DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); + + // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); + if (child_inheritor->IsCentralNode()) + DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; +} + +void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) +{ + // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; + ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; + ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; + IM_ASSERT(child_0 || child_1); + IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1); + if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0)) + { + IM_ASSERT(parent_node->TabBar == NULL); + IM_ASSERT(parent_node->Windows.Size == 0); + } + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); + + ImVec2 backup_last_explicit_size = parent_node->SizeRef; + DockNodeMoveChildNodes(parent_node, merge_lead_child); + if (child_0) + { + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); + } + if (child_1) + { + DockNodeMoveWindows(parent_node, child_1); + DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); + } + DockNodeApplyPosSizeToWindows(parent_node); + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; + parent_node->VisibleWindow = merge_lead_child->VisibleWindow; + parent_node->SizeRef = backup_last_explicit_size; + + // Flags transfer + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->UpdateMergedFlags(); + + if (child_0) + { + ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL); + IM_DELETE(child_0); + } + if (child_1) + { + ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL); + IM_DELETE(child_1); + } +} + +// Update Pos/Size for a node hierarchy (don't affect child Windows yet) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) +{ + // During the regular dock node update we write to all nodes. + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; + if (write_to_node) + { + node->Pos = pos; + node->Size = size; + } + + if (node->IsLeafNode()) + return; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + ImVec2 child_0_pos = pos, child_1_pos = pos; + ImVec2 child_0_size = size, child_1_size = size; + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) + { + const float spacing = g.Style.DockingSeparatorSize; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + const float size_avail = ImMax(size[axis] - spacing, 0.0f); + + // Size allocation policy + // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. + const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) + if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) + { + child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce) + { + child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce) + { + // FIXME-DOCK: We cannot honor the requested size, so apply ratio. + // Currently this path will only be taken if code programmatically sets WantLockSizeOnce + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio); + child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); + IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); + } + + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) + { + child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) + { + child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); + child_0_size[axis] = (size_avail - child_1_size[axis]); + } + else + { + // 4) Otherwise distribute according to the relative ratio of each SizeRef value + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f)); + child_1_size[axis] = (size_avail - child_0_size[axis]); + } + + child_1_pos[axis] += spacing + child_0_size[axis]; + } + + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) + DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); + if (child_1_recurse) + DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); +} + +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) +{ + if (node->IsLeafNode()) + { + touching_nodes->push_back(node); + return; + } + if (node->ChildNodes[0]->IsVisible) + if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes); + if (node->ChildNodes[1]->IsVisible) + if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible) + DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); +} + +// (Depth-First, Pre-Order) +void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return; + + ImGuiContext& g = *GImGui; + + ImGuiDockNode* child_0 = node->ChildNodes[0]; + ImGuiDockNode* child_1 = node->ChildNodes[1]; + if (child_0->IsVisible && child_1->IsVisible) + { + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + IM_ASSERT(axis != ImGuiAxis_None); + ImRect bb; + bb.Min = child_0->Pos; + bb.Max = child_1->Pos; + bb.Min[axis] += child_0->Size[axis]; + bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); + + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) + { + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding); + } + else + { + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; + PushID(node->ID); + + // Find resizing limits by gathering list of nodes that are touching the splitter line. + ImVector touching_nodes[2]; + float min_size = g.Style.WindowMinSize[axis]; + float resize_limits[2]; + resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size; + resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; + + ImGuiID splitter_id = GetID("##Splitter"); + if (g.ActiveId == splitter_id) // Only process when splitter is active + { + DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); + DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); + for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + + // [DEBUG] Render touching nodes & limits + /* + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } + */ + } + + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters + float cur_size_0 = child_0->Size[axis]; + float cur_size_1 = child_1->Size[axis]; + float min_size_0 = resize_limits[0] - child_0->Pos[axis]; + float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, g.WindowsBorderHoverPadding, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) + { + if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) + { + child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0; + child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis]; + child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1; + + // Lock the size of every node that is a sibling of the node we are touching + // This might be less desirable if we can merge sibling of a same axis into the same parental level. + for (int side_n = 0; side_n < 2; side_n++) + for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) + { + ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + while (touching_node->ParentNode != node) + { + if (touching_node->ParentNode->SplitAxis == axis) + { + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + node_to_preserve->WantLockSizeOnce = true; + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + } + touching_node = touching_node->ParentNode; + } + } + + DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size); + DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size); + MarkIniSettingsDirty(); + } + } + PopID(); + } + } + + if (child_0->IsVisible) + DockNodeTreeUpdateSplitter(child_0); + if (child_1->IsVisible) + DockNodeTreeUpdateSplitter(child_1); +} + +ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node) +{ + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0])) + return leaf_node; + if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1])) + return leaf_node; + return NULL; +} + +ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos) +{ + if (!node->IsVisible) + return NULL; + + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + ImRect r(node->Pos, node->Pos + node->Size); + r.Expand(dock_spacing * 0.5f); + bool inside = r.Contains(pos); + if (!inside) + return NULL; + + if (node->IsLeafNode()) + return node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos)) + return hovered_node; + if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) + return hovered_node; + + // This means we are hovering over the splitter/spacing of a parent node + return node; +} + +//----------------------------------------------------------------------------- +// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport) +//----------------------------------------------------------------------------- +// - SetWindowDock() [Internal] +// - DockSpace() +// - DockSpaceOverViewport() +//----------------------------------------------------------------------------- + +// [Internal] Called via SetNextWindowDockID() +void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowDockAllowFlags & cond) == 0) + return; + window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + if (window->DockId == dock_id) + return; + + // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot + ImGuiContext& g = *GImGui; + if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id)) + if (new_node->IsSplitNode()) + { + // Policy: Find central node or latest focused node. We first move back to our root node. + new_node = DockNodeGetRootNode(new_node); + if (new_node->CentralNode) + { + IM_ASSERT(new_node->CentralNode->IsCentralNode()); + dock_id = new_node->CentralNode->ID; + } + else + { + dock_id = new_node->LastFocusedNodeId; + } + } + + if (window->DockId == dock_id) + return; + + if (window->DockNode) + DockNodeRemoveWindow(window->DockNode, window, 0); + window->DockId = dock_id; +} + +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindowRead(); + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return 0; + + // Early out if parent window is hidden/collapsed + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + if (window->SkipItems) + flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; + + IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! + IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145) + + IM_ASSERT(dockspace_id != 0); + ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id); + if (node == NULL) + { + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id); + node = DockContextAddNode(&g, dockspace_id); + node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); + } + if (window_class && window_class->ClassId != node->WindowClass.ClassId) + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId); + node->SharedFlags = flags; + node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); + + // When a DockSpace transitioned form implicit to explicit this may be called a second time + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. + if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) + { + IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return dockspace_id; + } + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + + // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible + if (flags & ImGuiDockNodeFlags_KeepAliveOnly) + { + node->LastFrameAlive = g.FrameCount; + return dockspace_id; + } + + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImTrunc(size_arg); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + + node->Pos = window->DC.CursorPos; + node->Size = node->SizeRef = size; + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; + + // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? + // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; + + char title[256]; + ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id); + + PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); + Begin(title, NULL, window_flags); + PopStyleVar(); + + ImGuiWindow* host_window = g.CurrentWindow; + DockNodeSetupHostWindow(node, host_window); + host_window->ChildId = window->GetID(title); + node->OnlyNodeWithWindows = NULL; + + IM_ASSERT(node->IsRootNode()); + + // We need to handle the rare case were a central node is missing. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. + if (node->IsLeafNode() && !node->IsCentralNode()) + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + + // Update the node + DockNodeUpdate(node); + + End(); + + ImRect bb(node->Pos, node->Pos + size); + ItemSize(size); + ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild() + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + return dockspace_id; +} + +// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! +// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar(). +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +{ + if (viewport == NULL) + viewport = GetMainViewport(); + + // Submit a window filling the entire viewport + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); + SetNextWindowViewport(viewport->ID); + + ImGuiWindowFlags host_window_flags = 0; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + host_window_flags |= ImGuiWindowFlags_NoBackground; + + // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window, + // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly. + if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly) + host_window_flags |= ImGuiWindowFlags_NoMouseInputs; + + char label[32]; + ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%08X", viewport->ID); + + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + Begin(label, NULL, host_window_flags); + PopStyleVar(3); + + // Submit the dockspace + if (dockspace_id == 0) + dockspace_id = GetID("DockSpace"); + DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class); + + End(); + + return dockspace_id; +} + +//----------------------------------------------------------------------------- +// Docking: Builder Functions +//----------------------------------------------------------------------------- +// Very early end-user API to manipulate dock nodes. +// Only available in imgui_internal.h. Expect this API to change/break! +// It is expected that those functions are all called _before_ the dockspace node submission. +//----------------------------------------------------------------------------- +// - DockBuilderDockWindow() +// - DockBuilderGetNode() +// - DockBuilderSetNodePos() +// - DockBuilderSetNodeSize() +// - DockBuilderAddNode() +// - DockBuilderRemoveNode() +// - DockBuilderRemoveNodeChildNodes() +// - DockBuilderRemoveNodeDockedWindows() +// - DockBuilderSplitNode() +// - DockBuilderCopyNodeRec() +// - DockBuilderCopyNode() +// - DockBuilderCopyWindowSettings() +// - DockBuilderCopyDockSpace() +// - DockBuilderFinish() +//----------------------------------------------------------------------------- + +void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) +{ + // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1) + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id); + ImGuiID window_id = ImHashStr(window_name); + if (ImGuiWindow* window = FindWindowByID(window_id)) + { + // Apply to created window + ImGuiID prev_node_id = window->DockId; + SetWindowDock(window, node_id, ImGuiCond_Always); + if (window->DockId != prev_node_id) + window->DockOrder = -1; + } + else + { + // Apply to settings + ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id); + if (settings == NULL) + settings = CreateNewWindowSettings(window_name); + if (settings->DockId != node_id) + settings->DockOrder = -1; + settings->DockId = node_id; + } +} + +ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); +} + +void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + node->Pos = pos; + node->AuthorityForPos = ImGuiDataAuthority_DockNode; +} + +void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + IM_ASSERT(size.x > 0.0f && size.y > 0.0f); + node->Size = node->SizeRef = size; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; +} + +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. +// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. +// - Use (id == 0) to let the system allocate a node identifier. +// - Existing node with a same id will be removed. +ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); + + if (node_id != 0) + DockBuilderRemoveNode(node_id); + + ImGuiDockNode* node = NULL; + if (flags & ImGuiDockNodeFlags_DockSpace) + { + DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); + node = DockContextFindNodeByID(&g, node_id); + } + else + { + node = DockContextAddNode(&g, node_id); + node->SetLocalFlags(flags); + } + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + return node->ID; +} + +void ImGui::DockBuilderRemoveNode(ImGuiID node_id) +{ + ImGuiContext& g = *GImGui; IM_UNUSED(g); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + DockBuilderRemoveNodeDockedWindows(node_id, true); + DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(&g, node_id); + if (node == NULL) + return; + if (node->IsCentralNode() && node->ParentNode) + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); + DockContextRemoveNode(&g, node, true); +} + +// root_id = 0 to remove all, root_id != 0 to remove child of given node. +void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; + + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; + if (root_id && root_node == NULL) + return; + bool has_central_node = false; + + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + + // Process active windows + ImVector nodes_to_remove; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + { + bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id); + if (want_removal) + { + if (node->IsCentralNode()) + has_central_node = true; + if (root_id != 0) + DockContextQueueNotifyRemovedNode(&g, node); + if (root_node) + { + DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } + nodes_to_remove.push_back(node); + } + } + + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) + if (root_node) + { + root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForSize = backup_root_node_authority_for_size; + } + + // Apply to settings + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (ImGuiID window_settings_dock_id = settings->DockId) + for (int n = 0; n < nodes_to_remove.Size; n++) + if (nodes_to_remove[n]->ID == window_settings_dock_id) + { + settings->DockId = root_id; + break; + } + + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes + if (nodes_to_remove.Size > 1) + ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); + for (int n = 0; n < nodes_to_remove.Size; n++) + DockContextRemoveNode(&g, nodes_to_remove[n], false); + + if (root_id == 0) + { + dc->Nodes.Clear(); + dc->Requests.clear(); + } + else if (has_central_node) + { + root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); + } +} + +void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) +{ + // Clear references in settings + ImGuiContext& g = *GImGui; + if (clear_settings_refs) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + bool want_removal = (root_id == 0) || (settings->DockId == root_id); + if (!want_removal && settings->DockId != 0) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) + if (DockNodeGetRootNode(node)->ID == root_id) + want_removal = true; + if (want_removal) + settings->DockId = 0; + } + } + + // Clear references in windows + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + if (want_removal) + { + const ImGuiID backup_dock_id = window->DockId; + IM_UNUSED(backup_dock_id); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); + if (!clear_settings_refs) + IM_ASSERT(window->DockId == backup_dock_id); + } + } +} + +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. +// FIXME-DOCK: We are not exposing nor using split_outer. +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(split_dir != ImGuiDir_None); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); + + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); + if (node == NULL) + { + IM_ASSERT(node != NULL); + return 0; + } + + ImGuiDockRequest req; + req.Type = ImGuiDockRequestType_Split; + req.DockTargetWindow = NULL; + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); + req.DockSplitOuter = false; + DockContextProcessDock(&g, &req); + + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; + if (out_id_at_dir) + *out_id_at_dir = id_at_dir; + if (out_id_at_opposite_dir) + *out_id_at_opposite_dir = id_at_opposite_dir; + return id_at_dir; +} + +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; + dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->UpdateMergedFlags(); + + out_node_remap_pairs->push_back(src_node->ID); + out_node_remap_pairs->push_back(dst_node->ID); + + for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) + if (src_node->ChildNodes[child_n]) + { + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n]->ParentNode = dst_node; + } + + IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); + return dst_node; +} + +void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_node_id != 0); + IM_ASSERT(dst_node_id != 0); + IM_ASSERT(out_node_remap_pairs != NULL); + + DockBuilderRemoveNode(dst_node_id); + + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); + IM_ASSERT(src_node != NULL); + + out_node_remap_pairs->clear(); + DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); + + IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); +} + +void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name) +{ + ImGuiWindow* src_window = FindWindowByName(src_name); + if (src_window == NULL) + return; + if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) + { + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; + dst_window->Collapsed = src_window->Collapsed; + } + else + { + ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name)); + if (!dst_settings) + dst_settings = CreateNewWindowSettings(dst_name); + ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos); + if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) + { + dst_settings->ViewportPos = window_pos_2ih; + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); + } + else + { + dst_settings->Pos = window_pos_2ih; + } + dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Collapsed = src_window->Collapsed; + } +} + +// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(src_dockspace_id != 0); + IM_ASSERT(dst_dockspace_id != 0); + IM_ASSERT(in_window_remap_pairs != NULL); + IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); + + // Duplicate entire dock + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. + ImVector node_remap_pairs; + DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); + + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) + ImVector src_windows; + for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) + { + const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; + const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; + ImGuiID src_window_id = ImHashStr(src_window_name); + src_windows.push_back(src_window_id); + + // Search in the remapping tables + ImGuiID src_dock_id = 0; + if (ImGuiWindow* src_window = FindWindowByID(src_window_id)) + src_dock_id = src_window->DockId; + else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id)) + src_dock_id = src_window_settings->DockId; + ImGuiID dst_dock_id = 0; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (node_remap_pairs[dock_remap_n] == src_dock_id) + { + dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + break; + } + + if (dst_dock_id != 0) + { + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); + DockBuilderDockWindow(dst_window_name, dst_dock_id); + } + else + { + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + DockBuilderCopyWindowSettings(src_window_name, dst_window_name); + } + } + + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. + // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; + for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) + if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) + { + ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1]; + ImGuiDockNode* node = DockBuilderGetNode(src_dock_id); + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + if (src_windows.contains(window->ID)) + continue; + + // Docked windows gets redocked into the new node hierarchy. + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); + } + } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); +} + +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. +void ImGui::DockBuilderFinish(ImGuiID root_id) +{ + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); +} + +//----------------------------------------------------------------------------- +// Docking: Begin/End Support Functions (called from Begin/End) +//----------------------------------------------------------------------------- +// - GetWindowAlwaysWantOwnTabBar() +// - DockContextBindNodeToWindow() +// - BeginDocked() +// - BeginDockableDragDropSource() +// - BeginDockableDragDropTarget() +//----------------------------------------------------------------------------- + +bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise + return true; + return false; +} + +static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) +{ + ImGuiContext& g = *ctx; + ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); + IM_ASSERT(window->DockNode == NULL); + + // We should not be docking into a split node (SetWindowDock should avoid this) + if (node && node->IsSplitNode()) + { + DockContextProcessUndockWindow(ctx, window); + return NULL; + } + + // Create node + if (node == NULL) + { + node = DockContextAddNode(ctx, window->DockId); + node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; + node->LastFrameAlive = g.FrameCount; + } + + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. + if (!node->IsVisible) + { + ImGuiDockNode* ancestor_node = node; + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; + IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); + } + + // Add window to node + bool node_was_visible = node->IsVisible; + DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) + IM_ASSERT(node == window->DockNode); + return node; +} + +static void StoreDockStyleForWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); +} + +void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) +{ + ImGuiContext& g = *GImGui; + + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); + if (auto_dock_node) + { + if (window->DockId == 0) + { + IM_ASSERT(window->DockNode == NULL); + window->DockId = DockContextGenNodeID(&g); + } + } + else + { + // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) + bool want_undock = false; + want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; + want_undock |= (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + if (want_undock) + { + DockContextProcessUndockWindow(&g, window); + return; + } + } + + // Bind to our dock node + ImGuiDockNode* node = window->DockNode; + if (node != NULL) + IM_ASSERT(window->DockId == node->ID); + if (window->DockId != 0 && node == NULL) + { + node = DockContextBindNodeToWindow(&g, window); + if (node == NULL) + return; + } + +#if 0 + // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set + if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) + { + DockContextProcessUndockWindow(ctx, window); + return; + } +#endif + + // Undock if our dockspace node disappeared + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + if (node->LastFrameAlive < g.FrameCount) + { + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() + ImGuiDockNode* root_node = DockNodeGetRootNode(node); + if (root_node->LastFrameAlive < g.FrameCount) + DockContextProcessUndockWindow(&g, window); + else + window->DockIsActive = true; + return; + } + + // Store style overrides + StoreDockStyleForWindow(window); + + // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, + // and never create neither a host window neither a tab bar. + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) + if (node->HostWindow == NULL) + { + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window + DockNodeHideWindowDuringHostWindowCreation(window); + return; + } + + // We can have zero-sized nodes (e.g. children of a small-size dockspace) + IM_ASSERT(node->HostWindow); + IM_ASSERT(node->IsLeafNode()); + IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f); + node->State = ImGuiDockNodeState_HostWindowVisible; + + // Undock if we are submitted earlier than the host window + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + { + DockContextProcessUndockWindow(&g, window); + return; + } + + // Position/Size window + SetNextWindowPos(node->Pos); + SetNextWindowSize(node->Size); + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + return; + + // When the window is selected we mark it as visible. + if (node->VisibleWindow == window) + window->DockTabIsVisible = true; + + // Update window flag + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; + if (node->IsHiddenTabBar() || node->IsNoTabBar()) + window->Flags |= ImGuiWindowFlags_NoTitleBar; + else + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! + + // Save new dock order only if the window has been visible once already + // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. + if (node->TabBar && window->WasActive) + window->DockOrder = (short)DockNodeGetTabOrder(window); + + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) + *p_open = false; + + // Update ChildId to allow returning from Child to Parent with Escape + ImGuiWindow* parent_window = window->DockNode->HostWindow; + window->ChildId = parent_window->GetID(window->Name); +} + +void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == window->MoveId); + IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); + + // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking. + if (g.IO.ConfigDockingWithShift != g.IO.KeyShift) + { + // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance. + // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active + // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function) + IM_ASSERT(g.NextWindowData.HasFlags == 0); + if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f) + SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock)); + return; + } + + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess; + if (is_drag_docking && BeginDragDropSource(drag_drop_flags)) + { + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); + EndDragDropSource(); + StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it. + } +} + +void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); + if (!g.DragDropActive) + return; + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) + return; + + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + const ImGuiPayload* payload = &g.DragDropPayload; + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + { + EndDragDropTarget(); + return; + } + + ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + { + // Select target node + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) + bool dock_into_floating_window = false; + ImGuiDockNode* node = NULL; + if (window->DockNodeAsHost) + { + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); + + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. + // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. + if (node && node->IsDockSpace() && node->IsRootNode()) + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); + } + else + { + if (window->DockNode) + node = window->DockNode; + else + dock_into_floating_window = true; // Dock into a regular window + } + + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + + // Preview docking request and find out split direction/ratio + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. + const bool do_preview = payload->IsPreview() || payload->IsDelivery(); + if (do_preview && (node != NULL || dock_into_floating_window)) + { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. + ImGuiDockPreviewData split_inner; + ImGuiDockPreviewData split_outer; + ImGuiDockPreviewData* split_data = &split_inner; + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) + if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) + { + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); + if (split_outer.IsSplitDirExplicit) + split_data = &split_outer; + } + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); + if (split_data == &split_outer) + split_inner.IsDropAllowed = false; + + // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes + DockNodePreviewDockRender(window, node, payload_window, &split_inner); + DockNodePreviewDockRender(window, node, payload_window, &split_outer); + + // Queue docking request + if (split_data->IsDropAllowed && payload->IsDelivery()) + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + } + } + EndDragDropTarget(); +} + +//----------------------------------------------------------------------------- +// Docking: Settings +//----------------------------------------------------------------------------- +// - DockSettingsRenameNodeReferences() +// - DockSettingsRemoveNodeReferences() +// - DockSettingsFindNodeSettings() +// - DockSettingsHandler_ApplyAll() +// - DockSettingsHandler_ReadOpen() +// - DockSettingsHandler_ReadLine() +// - DockSettingsHandler_DockNodeToSettings() +// - DockSettingsHandler_WriteAll() +//----------------------------------------------------------------------------- + +static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->DockId == old_node_id && window->DockNode == NULL) + window->DockId = new_node_id; + } + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == old_node_id) + settings->DockId = new_node_id; +} + +// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings +static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) +{ + ImGuiContext& g = *GImGui; + int found = 0; + //// FIXME-OPT: We could remove this loop by storing the index in the map + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + for (int node_n = 0; node_n < node_ids_count; node_n++) + if (settings->DockId == node_ids[node_n]) + { + settings->DockId = 0; + settings->DockOrder = -1; + if (++found < node_ids_count) + break; + return; + } +} + +static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) +{ + // FIXME-OPT + ImGuiDockContext* dc = &ctx->DockContext; + for (int n = 0; n < dc->NodesSettings.Size; n++) + if (dc->NodesSettings[n].ID == id) + return &dc->NodesSettings[n]; + return NULL; +} + +// Clear settings data +static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiDockContext* dc = &ctx->DockContext; + dc->NodesSettings.clear(); + DockContextClearNodes(ctx, 0, true); +} + +// Recreate nodes based on settings data +static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + // Prune settings at boot time only + ImGuiDockContext* dc = &ctx->DockContext; + if (ctx->Windows.Size == 0) + DockContextPruneUnusedSettingsNodes(ctx); + DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); + DockContextBuildAddWindowsToNodes(ctx, 0); +} + +static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + if (strcmp(name, "Data") != 0) + return NULL; + return (void*)1; +} + +static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line) +{ + char c = 0; + int x = 0, y = 0; + int r = 0; + + // Parsing, e.g. + // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 " + // " DockNode ID=0x00000002 Parent=0x00000001 " + // Important: this code expect currently fields in a fixed order. + ImGuiDockNodeSettings node; + line = ImStrSkipBlank(line); + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } + if (node.ParentNodeId == 0) + { + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; + } + else + { + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } + } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } + if (node.ParentNodeId != 0) + if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) + node.Depth = parent_settings->Depth + 1; + ctx->DockContext.NodesSettings.push_back(node); +} + +static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth) +{ + ImGuiDockNodeSettings node_settings; + IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); + dc->NodesSettings.push_back(node_settings); + if (node->ChildNodes[0]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); + if (node->ChildNodes[1]) + DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1); +} + +static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) + return; + + // Gather settings data + // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer) + dc->NodesSettings.resize(0); + dc->NodesSettings.reserve(dc->Nodes.Data.Size); + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->IsRootNode()) + DockSettingsHandler_DockNodeToSettings(dc, node, 0); + + int max_depth = 0; + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth); + + // Write to text buffer + buf->appendf("[%s][Data]\n", handler->TypeName); + for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) + { + const int line_start_pos = buf->size(); (void)line_start_pos; + const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file + buf->appendf(" ID=0x%08X", node_settings->ID); + if (node_settings->ParentNodeId) + { + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); + } + else + { + if (node_settings->ParentWindowId) + buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); + } + if (node_settings->SplitAxis != ImGuiAxis_None) + buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); + if (node_settings->Flags & ImGuiDockNodeFlags_NoResize) + buf->appendf(" NoResize=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode) + buf->appendf(" CentralNode=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar) + buf->appendf(" NoTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar) + buf->appendf(" HiddenTabBar=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton) + buf->appendf(" NoWindowMenuButton=1"); + if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) + buf->appendf(" NoCloseButton=1"); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); + + // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!) + if (g.IO.ConfigDebugIniSettings) + if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) + { + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) + buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); + // Iterate settings so we can give info about windows that didn't exist during the session. + int contains_window = 0; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId == node_settings->ID) + { + if (contains_window++ == 0) + buf->appendf(" ; contains "); + buf->appendf("'%s' ", settings->GetName()); + } + } + + buf->appendf("\n"); + } + buf->appendf("\n"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- +// - Default clipboard handlers +// - Default shell function handlers +// - Default IME handlers +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) +{ + ImGuiContext& g = *ctx; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); return; } WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); @@ -15725,14 +21640,14 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* view if (HIMC himc = ::ImmGetContext(hwnd)) { COMPOSITIONFORM composition_form = {}; - composition_form.ptCurrentPos.x = (LONG)data->InputPos.x; - composition_form.ptCurrentPos.y = (LONG)data->InputPos.y; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); composition_form.dwStyle = CFS_FORCE_POSITION; ::ImmSetCompositionWindow(himc, &composition_form); CANDIDATEFORM candidate_form = {}; candidate_form.dwStyle = CFS_CANDIDATEPOS; - candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x; - candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); ::ImmSetCandidateWindow(himc, &candidate_form); ::ImmReleaseContext(hwnd, himc); } @@ -15759,6 +21674,7 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImG // - DebugNodeTexture() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] +// - DebugNodeDockNode() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] // - DebugNodeFont() [Internal] @@ -15797,12 +21713,14 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImVec2 scale = bb.GetSize() / viewport->Size; ImVec2 off = bb.Min - viewport->Pos * scale; - float alpha_mul = 1.0f; + float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f; window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); for (ImGuiWindow* thumb_window : g.Windows) { if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) continue; + if (thumb_window->Viewport != viewport) + continue; ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); @@ -15826,10 +21744,19 @@ static void RenderViewportsThumbnails() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // Draw monitor and calculate their boundaries float SCALE = 1.0f / 8.0f; - ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size); + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize)); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; + for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors) + { + ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE); + window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f); + window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f); + } // Draw viewports for (ImGuiViewportP* viewport : g.Viewports) @@ -15840,6 +21767,13 @@ static void RenderViewportsThumbnails() ImGui::Dummy(bb_full.GetSize() * SCALE); } +static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs) +{ + const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + return b->LastFocusedStampCount - a->LastFocusedStampCount; +} + // Draw an arbitrary US keyboard layout to visualize translated keys void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) { @@ -15901,10 +21835,11 @@ void ImGui::DebugTextEncoding(const char* str) TableSetupColumn("Glyph"); TableSetupColumn("Codepoint"); TableHeadersRow(); + const char* str_end = str + strlen(str); // As we may receive malformed UTF-8, pass an explicit end instead of relying on ImTextCharFromUtf8() assuming enough space. for (const char* p = str; *p != 0; ) { unsigned int c; - const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + const int c_utf8_len = ImTextCharFromUtf8(&c, p, str_end); TableNextColumn(); Text("%d", (int)(p - str)); TableNextColumn(); @@ -15957,23 +21892,21 @@ void ImGui::UpdateDebugToolFlashStyleColor() DebugFlashStyleColorStop(); } -static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +ImU64 ImGui::DebugTextureIDToU64(ImTextureID tex_id) { - union { void* ptr; int integer; } tex_id_opaque; - memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); - if (sizeof(tex_id) >= sizeof(void*)) - ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); - else - ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); - return buf; + ImU64 v = 0; + memcpy(&v, &tex_id, ImMin(sizeof(ImU64), sizeof(ImTextureID))); + return v; } static const char* FormatTextureRefForDebugDisplay(char* buf, int buf_size, ImTextureRef tex_ref) { + char* buf_p = buf; char* buf_end = buf + buf_size; if (tex_ref._TexData != NULL) - buf += ImFormatString(buf, buf_end - buf, "#%03d: ", tex_ref._TexData->UniqueID); - return FormatTextureIDForDebugDisplay(buf, (int)(buf_end - buf), tex_ref.GetTexID()); // Calling TexRef::GetTexID() to avoid assert of cmd->GetTexID() + buf_p += ImFormatString(buf_p, buf_end - buf_p, "#%03d: ", tex_ref._TexData->UniqueID); + ImFormatString(buf_p, buf_end - buf_p, "0x%X", ImGui::DebugTextureIDToU64(tex_ref.GetTexID())); + return buf; } #ifdef IMGUI_ENABLE_FREETYPE @@ -16159,9 +22092,9 @@ void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRe } PopStyleVar(); - char texid_desc[30]; + char texref_desc[30]; Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors); - Text("TexID = %s, BackendUserData = %p", FormatTextureRefForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), tex->GetTexRef()), tex->BackendUserData); + Text("TexRef = %s, BackendUserData = %p", FormatTextureRefForDebugDisplay(texref_desc, IM_ARRAYSIZE(texref_desc), tex->GetTexRef()), tex->BackendUserData); TreePop(); } PopID(); @@ -16304,7 +22237,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); Indent(); char buf[128]; for (int rect_n = 0; rect_n < TRT_Count; rect_n++) @@ -16319,7 +22252,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } else @@ -16328,7 +22261,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } Unindent(); @@ -16389,14 +22322,38 @@ void ImGui::ShowMetricsWindow(bool* p_open) Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); for (ImGuiViewportP* viewport : g.Viewports) + { + bool viewport_has_drawlist = false; for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + { + if (!viewport_has_drawlist) + Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); + viewport_has_drawlist = true; DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); + } + } TreePop(); } // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { + cfg->HighlightMonitorIdx = -1; + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); + SameLine(); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); + if (open) + { + for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) + { + DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i); + if (IsItemHovered()) + cfg->HighlightMonitorIdx = i; + } + DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0); + TreePop(); + } + SetNextItemOpen(true, ImGuiCond_Once); if (TreeNode("Windows Minimap")) { @@ -16405,6 +22362,26 @@ void ImGui::ShowMetricsWindow(bool* p_open) } cfg->HighlightViewportID = 0; + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) + { + static ImVector viewports; + viewports.resize(g.Viewports.Size); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + if (viewports.Size > 1) + ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount); + for (ImGuiViewportP* viewport : viewports) + { + BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"", + viewport->Idx, viewport->ID, viewport->LastFocusedStampCount, + (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A", + viewport->Window ? viewport->Window->Name : "N/A"); + if (IsItemHovered()) + cfg->HighlightViewportID = viewport->ID; + } + TreePop(); + } + for (ImGuiViewportP* viewport : g.Viewports) DebugNodeViewport(viewport); TreePop(); @@ -16483,6 +22460,17 @@ void ImGui::ShowMetricsWindow(bool* p_open) #ifdef IMGUI_HAS_DOCK if (TreeNode("Docking")) { + static bool root_nodes_only = true; + ImGuiDockContext* dc = &g.DockContext; + Checkbox("List root nodes", &root_nodes_only); + Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } + SameLine(); + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (!root_nodes_only || node->IsRootNode()) + DebugNodeDockNode(node, "Node"); TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK @@ -16526,6 +22514,29 @@ void ImGui::ShowMetricsWindow(bool* p_open) } #ifdef IMGUI_HAS_DOCK + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) + { + ImGuiDockContext* dc = &g.DockContext; + Text("In SettingsWindows:"); + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->DockId != 0) + BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder); + Text("In SettingsNodes:"); + for (int n = 0; n < dc->NodesSettings.Size; n++) + { + ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; + const char* selected_tab_name = NULL; + if (settings->SelectedTabId) + { + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) + selected_tab_name = window->Name; + else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId)) + selected_tab_name = window_settings->GetName(); + } + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); + } + TreePop(); + } #endif // #ifdef IMGUI_HAS_DOCK if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) @@ -16566,7 +22577,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } - Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "Ctrl " : "", io.KeyShift ? "Shift " : "", io.KeyAlt ? "Alt " : "", io.KeySuper ? "Super " : ""); Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); 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. DebugRenderKeyboardPreview(GetWindowDrawList()); Unindent(); @@ -16652,9 +22663,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0); Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); Unindent(); Text("ITEMS"); @@ -16748,8 +22761,21 @@ void ImGui::ShowMetricsWindow(bool* p_open) #ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info - if (show_docking_nodes && g.IO.KeyCtrl) - { + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) + { + char buf[64] = ""; + char* p = buf; + ImGuiDockNode* node = g.DebugHoveredDockNode; + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + int depth = DockNodeGetDepth(node); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); } #endif // #ifdef IMGUI_HAS_DOCK @@ -16825,11 +22851,98 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) TreePop(); } +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); + CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags + CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + +// [DEBUG] Display contents of ImDockNode +void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) +{ + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (node->Windows.Size > 0) + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + else + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } + if (is_active && IsItemHovered()) + if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) + GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); + if (open) + { + IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); + IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); + DebugNodeWindow(node->HostWindow, "HostWindow"); + DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); + BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); + BulletText("Misc:%s%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + { + if (BeginTable("flags", 4)) + { + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + EndTable(); + } + TreePop(); + } + if (node->ParentNode) + DebugNodeDockNode(node->ParentNode, "ParentNode"); + if (node->ChildNodes[0]) + DebugNodeDockNode(node->ChildNodes[0], "Child[0]"); + if (node->ChildNodes[1]) + DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); + if (node->TabBar) + DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + + TreePop(); + } +} + // [DEBUG] Display contents of ImDrawList +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { ImGuiContext& g = *GImGui; - IM_UNUSED(viewport); // Used in docking branch ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; int cmd_count = draw_list->CmdBuffer.Size; if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) @@ -16844,7 +22957,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con return; } - ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list if (window && IsItemHovered() && fg_draw_list) fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) @@ -16971,7 +23084,7 @@ void ImGui::DebugNodeFont(ImFont* font) { ImGuiContext& g = *GImGui; ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - ImFontAtlas* atlas = font->ContainerAtlas; + ImFontAtlas* atlas = font->OwnerAtlas; bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size); // Display preview text @@ -17086,7 +23199,7 @@ void ImGui::DebugNodeFont(ImFont* font) for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++) { ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n]; - if (baked->ContainerFont != font) + if (baked->OwnerFont != font) continue; PushID(baked_n); if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : "")) @@ -17177,7 +23290,7 @@ void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph) Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); if (glyph->PackId >= 0) { - ImTextureRect* r = ImFontAtlasPackGetRect(font->ContainerAtlas, glyph->PackId); + ImTextureRect* r = ImFontAtlasPackGetRect(font->OwnerAtlas, glyph->PackId); Text("PackId: 0x%X (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y); } Text("SourceIdx: %d", glyph->SourceIdx); @@ -17216,7 +23329,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { - ImDrawList* draw_list = GetForegroundDrawList(); + ImDrawList* draw_list = GetForegroundDrawList(tab_bar->Window); draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); @@ -17241,25 +23354,47 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; SetNextItemOpen(true, ImGuiCond_Once); - bool open = TreeNode("viewport0", "Viewport #%d", 0); + bool open = TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"); if (IsItemHovered()) g.DebugMetricsConfig.HighlightViewportID = viewport->ID; if (open) { ImGuiWindowFlags flags = viewport->Flags; - BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nFrameBufferScale: (%.2f,%.2f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, - viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y); - BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, - (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", + viewport->FramebufferScale.x, viewport->FramebufferScale.y, + viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } + BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", - (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); + (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "", + (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); TreePop(); } } +void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx) +{ + BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + label, idx, monitor->DpiScale * 100.0f, + monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y, + monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y); +} + void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) { if (window == NULL) @@ -17298,6 +23433,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "", (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "", (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : ""); + BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); @@ -17314,7 +23450,15 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) BulletText("NavPreferredScoringPosRel[%d] = (%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); + if (window->DockNode || window->DockNodeAsHost) + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } @@ -17391,14 +23535,23 @@ void ImGui::DebugLogV(const char* fmt, va_list args) g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); g.DebugLogBuf.appendfv(fmt, args); g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + + const char* str = g.DebugLogBuf.begin() + old_size; if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) - IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); + IMGUI_DEBUG_PRINTF("%s", str); +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToDebugger) + { + ::OutputDebugStringA("[imgui] "); + ::OutputDebugStringA(str); + } +#endif #ifdef IMGUI_ENABLE_TEST_ENGINE // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically const int new_size = g.DebugLogBuf.size(); const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n'); if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) - IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size); + IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), str); #endif } @@ -17433,7 +23586,7 @@ static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) } else { - ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); + ImGui::SetItemTooltip("Hold Shift when clicking to enable for 2 frames only (useful for spammy log entries)"); } } @@ -17455,12 +23608,14 @@ void ImGui::ShowDebugLogWindow(bool* p_open) ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError); ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport); ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); if (SmallButton("Clear")) @@ -17478,6 +23633,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open) if (BeginPopup("Outputs")) { CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY); + CheckboxFlags("OutputToDebugger", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToDebugger); #ifndef IMGUI_ENABLE_TEST_ENGINE BeginDisabled(); #endif @@ -17651,70 +23807,83 @@ void ImGui::UpdateDebugToolItemPicker() EndTooltip(); } -// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() -void ImGui::UpdateDebugToolStackQueries() +// Update queries. The steps are: -1: query Stack, >= 0: query each stack item +// We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time +static ImGuiID DebugItemPathQuery_UpdateAndGetHookId(ImGuiDebugItemPathQuery* query, ImGuiID id) { - ImGuiContext& g = *GImGui; - ImGuiIDStackTool* tool = &g.DebugIDStackTool; - - // Clear hook when id stack tool is not visible - g.DebugHookIdInfo = 0; - if (g.FrameCount != tool->LastActiveFrame + 1) - return; - - // Update queries. The steps are: -1: query Stack, >= 0: query each stack item - // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time - const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; - if (tool->QueryId != query_id) + // Update query. Clear hook when no active query + if (query->MainID != id) { - tool->QueryId = query_id; - tool->StackLevel = -1; - tool->Results.resize(0); - tool->ResultPathsBuf.resize(0); + query->MainID = id; + query->Step = -1; + query->Complete = false; + query->Results.resize(0); + query->ResultsDescBuf.resize(0); } - if (query_id == 0) - return; + query->Active = false; + if (id == 0) + return 0; // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) - int stack_level = tool->StackLevel; - if (stack_level >= 0 && stack_level < tool->Results.Size) - if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) - tool->StackLevel++; + if (query->Step >= 0 && query->Step < query->Results.Size) + if (query->Results[query->Step].QuerySuccess || query->Results[query->Step].QueryFrameCount > 2) + query->Step++; - // Update hook - stack_level = tool->StackLevel; - if (stack_level == -1) - g.DebugHookIdInfo = query_id; - if (stack_level >= 0 && stack_level < tool->Results.Size) + // Update status and hook + query->Complete = (query->Step == query->Results.Size); + if (query->Step == -1) + { + query->Active = true; + return id; + } + else if (query->Step >= 0 && query->Step < query->Results.Size) { - g.DebugHookIdInfo = tool->Results[stack_level].ID; - tool->Results[stack_level].QueryFrameCount++; + query->Results[query->Step].QueryFrameCount++; + query->Active = true; + return query->Results[query->Step].ID; } + return 0; +} + +// [DEBUG] ID Stack Tool: update query. Called by NewFrame() +void ImGui::UpdateDebugToolItemPathQuery() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = 0; + if (g.DebugIDStackTool.LastActiveFrame + 1 == g.FrameCount) + id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + g.DebugHookIdInfoId = DebugItemPathQuery_UpdateAndGetHookId(&g.DebugItemPathQuery, id); } // [DEBUG] ID Stack tool: hooks called by GetID() family functions void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) { ImGuiContext& g = *GImGui; + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; + if (query->Active == false) + { + IM_ASSERT(id == 0); + return; + } ImGuiWindow* window = g.CurrentWindow; - ImGuiIDStackTool* tool = &g.DebugIDStackTool; - // Step 0: stack query + // Step -1: stack query // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. - if (tool->StackLevel == -1) + if (query->Step == -1) { - tool->StackLevel++; - tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + IM_ASSERT(query->Results.Size == 0); + query->Step++; + query->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); for (int n = 0; n < window->IDStack.Size + 1; n++) - tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + query->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; return; } - // Step 1+: query for individual level - IM_ASSERT(tool->StackLevel >= 0); - if (tool->StackLevel != window->IDStack.Size) + // Step 0+: query for individual level + IM_ASSERT(query->Step >= 0); + if (query->Step != window->IDStack.Size) return; - ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + ImGuiStackLevelInfo* info = &query->Results[query->Step]; IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); if (info->DescOffset == -1) @@ -17739,30 +23908,56 @@ void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* dat default: IM_ASSERT(0); } - info->DescOffset = tool->ResultPathsBuf.size(); - tool->ResultPathsBuf.append(result, result_end + 1); // Include zero terminator + info->DescOffset = query->ResultsDescBuf.size(); + query->ResultsDescBuf.append(result, result_end + 1); // Include zero terminator } info->QuerySuccess = true; - info->DataType = (ImS8)data_type; + if (info->DataType == -1) + info->DataType = (ImS8)data_type; } -static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +static int DebugItemPathQuery_FormatLevelInfo(ImGuiDebugItemPathQuery* query, int n, bool format_for_ui, char* buf, size_t buf_size) { - ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiStackLevelInfo* info = &query->Results[n]; ImGuiWindow* window = (info->DescOffset == -1 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; - if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", ImHashSkipUncontributingPrefix(window->Name)); - if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) - return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", ImHashSkipUncontributingPrefix(&tool->ResultPathsBuf.Buf[info->DescOffset])); - if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", ImHashSkipUncontributingPrefix(&query->ResultsDescBuf.Buf[info->DescOffset])); + if (query->Step < query->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. return (*buf = 0); #ifdef IMGUI_ENABLE_TEST_ENGINE - if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", ImHashSkipUncontributingPrefix(label)); #endif return ImFormatString(buf, buf_size, "???"); } +static const char* DebugItemPathQuery_GetResultAsPath(ImGuiDebugItemPathQuery* query, bool hex_encode_non_ascii_chars) +{ + ImGuiTextBuffer* buf = &query->ResultPathBuf; + buf->resize(0); + for (int stack_n = 0; stack_n < query->Results.Size; stack_n++) + { + char level_desc[256]; + DebugItemPathQuery_FormatLevelInfo(query, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + buf->append(stack_n == 0 ? "//" : "/"); + for (const char* p = level_desc; *p != 0; ) + { + unsigned int c; + const char* p_next = p + ImTextCharFromUtf8(&c, p, NULL); + if (c == '/') + buf->append("\\"); + if (c < 256 || !hex_encode_non_ascii_chars) + buf->append(p, p_next); + else for (; p < p_next; p++) + buf->appendf("\\x%02x", (unsigned char)*p); + p = p_next; + } + } + return buf->c_str(); +} + // ID Stack Tool: Display UI void ImGui::ShowIDStackToolWindow(bool* p_open) { @@ -17775,34 +23970,15 @@ void ImGui::ShowIDStackToolWindow(bool* p_open) return; } - // Display hovered/active status + ImGuiDebugItemPathQuery* query = &g.DebugItemPathQuery; ImGuiIDStackTool* tool = &g.DebugIDStackTool; - - // Build and display path - tool->ResultTempBuf.resize(0); - for (int stack_n = 0; stack_n < tool->Results.Size; stack_n++) - { - char level_desc[256]; - StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); - tool->ResultTempBuf.append(stack_n == 0 ? "//" : "/"); - for (const char* p = level_desc; *p != 0; ) - { - unsigned int c; - const char* p_next = p + ImTextCharFromUtf8(&c, p, NULL); - if (c == '/') - tool->ResultTempBuf.append("\\"); - if (c < 256 || !tool->OptHexEncodeNonAsciiChars) - tool->ResultTempBuf.append(p, p_next); - else for (; p < p_next; p++) - tool->ResultTempBuf.appendf("\\x%02x", (unsigned char)*p); - p = p_next; - } - } - Text("0x%08X", tool->QueryId); + tool->LastActiveFrame = g.FrameCount; + const char* result_path = DebugItemPathQuery_GetResultAsPath(query, tool->OptHexEncodeNonAsciiChars); + Text("0x%08X", query->MainID); SameLine(); MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); - // CTRL+C to copy path + // Ctrl+C to copy path const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); Checkbox("Hex-encode non-ASCII", &tool->OptHexEncodeNonAsciiChars); @@ -17814,36 +23990,34 @@ void ImGui::ShowIDStackToolWindow(bool* p_open) if (tool->OptCopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused)) { tool->CopyToClipboardLastTime = (float)g.Time; - SetClipboardText(tool->ResultTempBuf.c_str()); + SetClipboardText(result_path); } - Text("- Path \"%s\"", tool->ResultTempBuf.c_str()); + Text("- Path \"%s\"", query->Complete ? result_path : ""); #ifdef IMGUI_ENABLE_TEST_ENGINE - Text("- Label \"%s\"", tool->QueryId ? ImGuiTestEngine_FindItemDebugLabel(&g, tool->QueryId) : ""); + Text("- Label \"%s\"", query->MainID ? ImGuiTestEngine_FindItemDebugLabel(&g, query->MainID) : ""); #endif - Separator(); // Display decorated stack - tool->LastActiveFrame = g.FrameCount; - if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + if (query->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) { const float id_width = CalcTextSize("0xDDDDDDDD").x; TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); TableHeadersRow(); - for (int n = 0; n < tool->Results.Size; n++) + for (int n = 0; n < query->Results.Size; n++) { - ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiStackLevelInfo* info = &query->Results[n]; TableNextColumn(); - Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + Text("0x%08X", (n > 0) ? query->Results[n - 1].ID : 0); TableNextColumn(); - StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + DebugItemPathQuery_FormatLevelInfo(query, n, true, g.TempBuffer.Data, g.TempBuffer.Size); TextUnformatted(g.TempBuffer.Data); TableNextColumn(); Text("0x%08X", info->ID); - if (n == tool->Results.Size - 1) + if (n == query->Results.Size - 1) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); } EndTable(); diff --git a/extern/ImGui/imgui.h b/extern/ImGui/imgui.h index 8af72e2..a72c16f 100644 --- a/extern/ImGui/imgui.h +++ b/extern/ImGui/imgui.h @@ -1,37 +1,40 @@ -// dear imgui, v1.92.3 WIP +// dear imgui, v1.92.6 WIP // (headers) // Help: -// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // - Read top of imgui.cpp for more details, links and comments. -// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. // Resources: // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - Homepage ................... https://github.com/ocornut/imgui -// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases // - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!) // - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) // - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) -// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines) // - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui // - Issues & support ........... https://github.com/ocornut/imgui/issues // - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) +// - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser) -// For first-time users having issues compiling/linking/running/loading fonts: +// For FIRST-TIME users having issues compiling/linking/running: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. -// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Since 1.92, we encourage font loading questions to also be posted in 'Issues'. // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.92.3 WIP" -#define IMGUI_VERSION_NUM 19228 +#define IMGUI_VERSION "1.92.6 WIP" +#define IMGUI_VERSION_NUM 19253 #define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000 #define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198 +#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch. +#define IMGUI_HAS_DOCK // In 'docking' WIP branch. /* @@ -45,14 +48,14 @@ Index of this file: // [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO -// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) -// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ @@ -89,12 +92,15 @@ Index of this file: #endif // Helper Macros +// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.) #ifndef IM_ASSERT #include #define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#define IM_STRINGIFY_HELPER(_EXPR) #_EXPR +#define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro. // Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details. #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) @@ -193,8 +199,9 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations -struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports. +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO. struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO) @@ -206,14 +213,15 @@ struct ImGuiTableSortSpecs; // Sorting specifications for a table (often struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") -struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) // Enumerations // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down) enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) @@ -228,9 +236,9 @@ typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use! @@ -242,6 +250,7 @@ typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: f typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. @@ -330,7 +339,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE // - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various // constructors if you like. You will need to implement ==/!= operators. // History: -// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings. +// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings. // - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef #ifndef ImTextureID typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that. @@ -460,10 +469,12 @@ namespace ImGui IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. // Window manipulation // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). @@ -475,6 +486,7 @@ namespace ImGui IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). @@ -659,13 +671,13 @@ namespace ImGui IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders - // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -684,7 +696,7 @@ namespace ImGui IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders - // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. @@ -705,7 +717,7 @@ namespace ImGui IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Input with Keyboard - // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); @@ -735,7 +747,7 @@ namespace ImGui // Widgets: Trees // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. IMGUI_API bool TreeNode(const char* label); - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); @@ -760,7 +772,7 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] - // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. + // - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, @@ -893,7 +905,7 @@ namespace ImGui // - 5. Call EndTable() IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! - IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f. IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. @@ -947,6 +959,32 @@ namespace ImGui IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + // Docking + // - Read https://github.com/ocornut/imgui/wiki/Docking for details. + // - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // - You can use most Docking facilities without calling any API. You don't necessarily need to call a DockSpaceXXX function to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. + // - Dockspaces: + // - If you want to dock windows into the edge of your screen, most application can simply call DockSpaceOverViewport(): + // e.g. ImGui::NewFrame(); then ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport. + // or: ImGui::NewFrame(); then ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, where central node is transparent. + // - A dockspace is an explicit dock node within an existing window. + // - DockSpaceOverViewport() basically creates an invisible window covering a viewport, and submit a DockSpace() into it. + // - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame! + // - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + // - Programmatic docking: + // - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that! + // - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API. + IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + // Logging/Capture // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) @@ -973,7 +1011,7 @@ namespace ImGui // Disabling [BETA API] // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) - // - Tooltips windows by exception are opted out of disabling. + // - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. // - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) IMGUI_API void BeginDisabled(bool disabled = true); IMGUI_API void EndDisabled(); @@ -1021,8 +1059,8 @@ namespace ImGui IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. // Background/Foreground Draw Lists - IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents. // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. @@ -1137,6 +1175,15 @@ namespace ImGui IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID viewport_id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) + } // namespace ImGui //----------------------------------------------------------------------------- @@ -1165,13 +1212,15 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window - ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab) ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] + ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame() ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() @@ -1180,8 +1229,8 @@ enum ImGuiWindowFlags_ // Obsolete names #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. - ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. + //ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0) + //ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0) #endif }; @@ -1209,7 +1258,7 @@ enum ImGuiChildFlags_ // Obsolete names #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. + //ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. #endif }; @@ -1272,7 +1321,7 @@ enum ImGuiInputTextFlags_ // - It is much slower than regular text fields. // Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build). // The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less. - ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultine(): word-wrap lines that are too long. + ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long. // Obsolete names //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior @@ -1299,7 +1348,7 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column) ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible - ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining. + ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining. ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920. @@ -1311,7 +1360,7 @@ enum ImGuiTreeNodeFlags_ #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0 ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7 - ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 + //ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 #endif }; @@ -1354,7 +1403,7 @@ enum ImGuiSelectableFlags_ #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 - ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 + //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 #endif }; @@ -1420,7 +1469,7 @@ enum ImGuiFocusedFlags_ ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) - //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, }; @@ -1434,7 +1483,7 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) - //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. @@ -1449,7 +1498,7 @@ enum ImGuiHoveredFlags_ // Tooltips mode // - typically used in IsItemHovered() + SetTooltip() sequence. // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. - // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'. // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. @@ -1464,6 +1513,27 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) }; +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +enum ImGuiDockNodeFlags_ +{ + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90 + ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90 +#endif +}; + // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { @@ -1481,6 +1551,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target. ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1654,9 +1725,9 @@ enum ImGuiKey : int ImGuiMod_Mask_ = 0xF000, // 4-bits #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore) + ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore) ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl - ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 #endif }; @@ -1678,7 +1749,7 @@ enum ImGuiInputFlags_ ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. // - Routing options ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route). - ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. + ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window. @@ -1696,6 +1767,13 @@ enum ImGuiConfigFlags_ ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states. + // [BETA] Docking + ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags. + + // [BETA] Viewports + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. @@ -1703,6 +1781,8 @@ enum ImGuiConfigFlags_ #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 14, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 15, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports #endif }; @@ -1715,6 +1795,12 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend. + + // [BETA] Multi-Viewports + ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports. + ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_HasParentViewport = 1 << 13, // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relation at the Platform level. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1761,6 +1847,8 @@ enum ImGuiCol_ ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, @@ -1773,10 +1861,12 @@ enum ImGuiCol_ ImGuiCol_TextLink, // Hyperlink color ImGuiCol_TextSelectedBg, // Selected text inside an InputText ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines - ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target + ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target + ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs) ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible - ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB - ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active ImGuiCol_COUNT, @@ -1792,9 +1882,9 @@ enum ImGuiCol_ // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { @@ -1838,6 +1928,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize ImGuiStyleVar_COUNT }; @@ -1866,17 +1957,18 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0. // Alpha preview // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview. // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior. // - The new flags may be combined better and allow finer controls. - ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. - ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. - ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. + ImGuiColorEditFlags_AlphaOpaque = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha. + ImGuiColorEditFlags_AlphaNoBg = 1 << 13, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview. // User Options (right-click on widget to change some of them). - ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaBar = 1 << 18, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " @@ -1901,7 +1993,7 @@ enum ImGuiColorEditFlags_ // Obsolete names #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set. + ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set. #endif //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; @@ -1914,13 +2006,18 @@ enum ImGuiSliderFlags_ ImGuiSliderFlags_None = 0, ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits). - ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget. + ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget. ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now. - ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds. ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it. ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange, - ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + + // Color Markers + ImGuiSliderFlags_ColorMarkers = 1 << 12, // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component. + ImGuiSliderFlags_ColorMarkersIndexShift_ = 13, // [Internal] DragScalar(), SliderScalar(): Pass ([0..3] << ImGuiSliderFlags_ColorMarkersIndexShift_) along with ImGuiSliderFlags_ColorMarkers to select an individual R/G/B/A color. + + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed. }; // Identify a mouse button. @@ -2286,7 +2383,7 @@ struct ImGuiStyle float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar. - float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axises). + float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes). float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. @@ -2304,6 +2401,10 @@ struct ImGuiStyle ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line. + float DragDropTargetRounding; // Radius of the drag and drop target frame. + float DragDropTargetBorderSize; // Thickness of the drag and drop target border. + float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size. + float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. @@ -2312,6 +2413,8 @@ struct ImGuiStyle ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + bool DockingNodeHasCloseButton; // Docking node has their own CloseButton() to close all docked windows. + float DockingSeparatorSize; // Thickness of resizing border between docked windows float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). @@ -2385,7 +2488,7 @@ struct ImGuiIO // Font system ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. - bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel. // Keyboard/Gamepad Navigation options bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. @@ -2396,6 +2499,25 @@ struct ImGuiIO bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible. + // Docking options (when ImGuiConfigFlags_DockingEnable is set) + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingNoDockingOver; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = true // When false: set secondary viewports' ParentViewportId to main viewport ID by default. Expects the platform backend to setup a parent/child relationship between the OS windows based on this value. Some backend may ignore this. Set to true if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. + bool ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). + + // DPI/Scaling options + // This may keep evolving during 1.92.x releases. Expect some turbulence. + bool ConfigDpiScaleFonts; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + bool ConfigDpiScaleViewports; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + // Miscellaneous options // (you can visualize and interact with all options in 'Demo->Configuration') bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. @@ -2406,7 +2528,7 @@ struct ImGuiIO bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. - bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. @@ -2493,6 +2615,7 @@ struct ImGuiIO IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate @@ -2503,9 +2626,6 @@ struct ImGuiIO IMGUI_API void ClearEventsQueue(); // Clear all incoming events. IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. IMGUI_API void ClearInputMouse(); // Clear current mouse state. -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). -#endif //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() @@ -2538,9 +2658,10 @@ struct ImGuiIO // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) bool KeyShift; // Keyboard modifier down: Shift bool KeyAlt; // Keyboard modifier down: Alt @@ -2561,10 +2682,11 @@ struct ImGuiIO double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. - bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. - bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. bool AppFocusLost; // Only modify via AddFocusEvent() @@ -2590,6 +2712,8 @@ struct ImGuiIO const char* (*GetClipboardTextFn)(void* user_data); void (*SetClipboardTextFn)(void* user_data, const char* text); void* ClipboardUserData; + + //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. #endif IMGUI_API ImGuiIO(); @@ -2650,6 +2774,28 @@ struct ImGuiSizeCallbackData ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport. +// - To the docking system for various options and filtering. +struct ImGuiWindowClass +{ + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } +}; + // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() struct ImGuiPayload { @@ -2854,7 +3000,7 @@ struct ImGuiListClipper IMGUI_API void SeekCursorForItem(int item_index); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + //inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] #endif @@ -2948,7 +3094,7 @@ struct ImColor // Multi-selection system // Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select // - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this. -// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc) +// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc) // with support for clipper (skipping non-visible items), box-select and many other details. // - Selectable(), Checkbox() are supported but custom widgets may use it as well. // - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree, @@ -2986,7 +3132,7 @@ enum ImGuiMultiSelectFlags_ { ImGuiMultiSelectFlags_None = 0, ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! - ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. + ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all. ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). @@ -3002,6 +3148,7 @@ enum ImGuiMultiSelectFlags_ ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection. //ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does. ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one. + ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus. }; // Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). @@ -3366,8 +3513,8 @@ struct ImDrawList // Obsolete names #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x - inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x + inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0 + inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0 #endif //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) @@ -3404,7 +3551,7 @@ struct ImDrawData ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). - ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures. + ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. // Functions ImDrawData() { Clear(); } @@ -3491,8 +3638,10 @@ struct ImTextureData ImTextureID GetTexID() const { return TexID; } // Called by Renderer backend - void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly! - void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly! + // - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly! + // - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode. + void SetTexID(ImTextureID tex_id) { TexID = tex_id; } + void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame) Status = ImTextureStatus_WantCreate; } }; //----------------------------------------------------------------------------- @@ -3506,7 +3655,7 @@ struct ImFontConfig char Name[40]; // // Name (strictly to ease debugging, hence limited size buffer) void* FontData; // // TTF/OTF data int FontDataSize; // // TTF/OTF data size - bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). // Options bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. @@ -3627,7 +3776,7 @@ struct ImFontAtlas IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. IMGUI_API void RemoveFont(ImFont* font); - IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures) + IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures). IMGUI_API void CompactCache(); // Compact cached glyphs and texture. IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime. @@ -3680,7 +3829,7 @@ struct ImFontAtlas // Register and retrieve custom rectangles // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. - // - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call) + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) // - You can render your pixels into the texture right after calling the AddCustomRect() functions. // - VERY IMPORTANT: // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. @@ -3719,7 +3868,7 @@ struct ImFontAtlas #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef(). #else - union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x + union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. #endif ImTextureData* TexData; // Latest texture. @@ -3749,15 +3898,15 @@ struct ImFontAtlas #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader. ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API - inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.X - inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X - inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.X - IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig - IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X + inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0 + inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0 + inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0 + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0 #endif - //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags. - //int TexDesiredWidth; // OBSOLETED in 1.92.X: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X + //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags. + //int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0 //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; @@ -3785,7 +3934,7 @@ struct ImFontBaked unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw. int LastUsedFrame; // 4 // // Record of that time this was bounds ImGuiID BakedId; // 4 // // Unique ID for this baked storage - ImFont* ContainerFont; // 4-8 // in // Parent font + ImFont* OwnerFont; // 4-8 // in // Parent font void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. // Functions @@ -3809,14 +3958,14 @@ enum ImFontFlags_ // Font runtime data and rendering // - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. -// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. // - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. // - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). struct ImFont { // [Internal] Members: Hot ~12-20 bytes ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). - ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into. + ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into. ImFontFlags Flags; // 4 // Font flags. float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font. @@ -3824,7 +3973,7 @@ struct ImFont // Conceptually Sources[] is the list of font sources merged to create this font. ImGuiID FontId; // Unique identifier for the font float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). - ImVector Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[] + ImVector Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. @@ -3838,7 +3987,7 @@ struct ImFont IMGUI_API ImFont(); IMGUI_API ~ImFont(); IMGUI_API bool IsGlyphInFont(ImWchar c); - bool IsLoaded() const { return ContainerAtlas != NULL; } + bool IsLoaded() const { return OwnerAtlas != NULL; } const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : ""; } // Fill ImFontConfig::Name. // [Internal] Don't use! @@ -3887,11 +4036,24 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport". + + // Output status flags (from Platform) + ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true) }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. -// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. // - About Main Area vs Work Area: // - Main Area = entire viewport. @@ -3906,12 +4068,27 @@ struct ImGuiViewport ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImGuiViewport* ParentViewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). // Platform/Backend Dependent Data - void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*) - void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } // Helpers ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } @@ -3919,7 +4096,53 @@ struct ImGuiViewport }; //----------------------------------------------------------------------------- -// [SECTION] Platform Dependent Interfaces +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) +//----------------------------------------------------------------------------- + +// [BETA] (Optional) Multi-Viewport Support! +// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. +// +// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. +// This is achieved by creating new Platform/OS windows on the fly, and rendering into them. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. +// +// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports +// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. +// +// About the coordinates system: +// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) +// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. +// +// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// Steps to use multi-viewports in your application, when using a custom backend: +// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! +// It's also an experimental feature, so some of the requirements may evolve. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. +// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. +// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. +// +// About ImGui::RenderPlatformWindowsDefault(): +// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends. +// - You can check its simple source code to understand what it does. +// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: +// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() +// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), +// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. //----------------------------------------------------------------------------- // Access via ImGui::GetPlatformIO() @@ -3938,7 +4161,7 @@ struct ImGuiPlatformIO void* Platform_ClipboardUserData; // Optional: Open link/folder/file in OS Shell - // (default to use ShellExecuteW() on Windows, system() on Linux/Mac) + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); void* Platform_OpenInShellUserData; @@ -3963,6 +4186,56 @@ struct ImGuiPlatformIO // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. void* Renderer_RenderState; + //------------------------------------------------------------------ + // Input - Interface with Platform & Renderer backends for Multi-Viewport support + //------------------------------------------------------------------ + + // For reference, the second column shows which function are generally calling the Platform Functions: + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. + + // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend. + // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions. + // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way. + + // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by ----- + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + ImVec2 (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp); // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by ----- + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; + //------------------------------------------------------------------ // Output //------------------------------------------------------------------ @@ -3970,6 +4243,28 @@ struct ImGuiPlatformIO // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render) // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown. ImVector Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // (in the future we will attempt to organize this feature to remove the need for a "main viewport") + ImVector Viewports; // Main viewports, followed by all secondary viewports. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + + IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown. + IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown. +}; + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +struct ImGuiPlatformMonitor +{ + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; } }; // (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). @@ -4014,10 +4309,10 @@ namespace ImGui inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); - // OBSOLETED in 1.89.7 (from June 2023) - IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + // OBSOLETED in 1.89.7 (from June 2023) + //IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item. //-- OBSOLETED in 1.89.4 (from March 2023) //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } //static inline void PopAllowKeyboardFocus() { PopItemFlag(); } @@ -4083,7 +4378,7 @@ namespace ImGui //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 } -//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect // - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y // - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h // - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() @@ -4119,7 +4414,7 @@ typedef ImFontAtlasRect ImFontAtlasCustomRect; //}; // RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) -// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place. //typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there. //enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; //typedef ImGuiKeyChord ImGuiKeyModFlags; // == int diff --git a/extern/ImGui/imgui_demo.cpp b/extern/ImGui/imgui_demo.cpp index d667c8b..73659f6 100644 --- a/extern/ImGui/imgui_demo.cpp +++ b/extern/ImGui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.92.3 WIP +// dear imgui, v1.92.6 WIP // (demo code) // Help: @@ -59,9 +59,9 @@ // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. // - You can search/grep for all sections listed in the index to find the section. /* @@ -118,6 +118,7 @@ Index of this file: // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() // [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser() @@ -237,6 +238,7 @@ static void ShowExampleAppMainMenuBar(); static void ShowExampleAppAssetsBrowser(bool* p_open); static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleAppDockSpace(bool* p_open); static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); @@ -282,13 +284,23 @@ static void HelpMarker(const char* desc) } } +static void ShowDockingDisabledMessage() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration."); + ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or "); + ImGui::SameLine(0.0f, 0.0f); + if (ImGui::SmallButton("click here")) + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; +} + // Helper to wire demo markers located in code to an interactive browser typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; extern void* GImGuiDemoMarkerCallbackUserData; ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = 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("imgui_demo.cpp", __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() @@ -303,6 +315,7 @@ struct ImGuiDemoWindowData bool ShowAppConsole = false; bool ShowAppCustomRendering = false; bool ShowAppDocuments = false; + bool ShowAppDockSpace = false; bool ShowAppLog = false; bool ShowAppLayout = false; bool ShowAppPropertyEditor = false; @@ -344,7 +357,8 @@ void ImGui::ShowDemoWindow(bool* p_open) // Examples Apps (accessible from the "Examples" menu) if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } - if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } + if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace() if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } @@ -381,6 +395,7 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool no_nav = false; static bool no_background = false; static bool no_bring_to_front = false; + static bool no_docking = false; static bool unsaved_document = false; ImGuiWindowFlags window_flags = 0; @@ -393,6 +408,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; if (no_close) p_open = NULL; // Don't pass our bool* to Begin @@ -505,12 +521,60 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways); ImGui::SameLine(); HelpMarker("Navigation cursor is always visible."); + ImGui::SeparatorText("Docking"); + ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); + ImGui::SameLine(); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingNoDockingOver", &io.ConfigDockingNoDockingOver); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); + ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); + ImGui::Unindent(); + } + + ImGui::SeparatorText("Multi-viewports"); + ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::Indent(); + ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); + ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); + ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); + ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); + ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)"); + ImGui::Checkbox("io.ConfigViewportsPlatformFocusSetsImGuiFocus", &io.ConfigViewportsPlatformFocusSetsImGuiFocus); + ImGui::SameLine(); HelpMarker("When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change)."); + ImGui::Unindent(); + } + + //ImGui::SeparatorText("DPI/Scaling"); + //ImGui::Checkbox("io.ConfigDpiScaleFonts", &io.ConfigDpiScaleFonts); + //ImGui::SameLine(); HelpMarker("Experimental: Automatically update style.FontScaleDpi when Monitor DPI changes. This will scale fonts but NOT style sizes/padding for now."); + //ImGui::Checkbox("io.ConfigDpiScaleViewports", &io.ConfigDpiScaleViewports); + //ImGui::SameLine(); HelpMarker("Experimental: Scale Dear ImGui and Platform Windows when Monitor DPI changes."); + ImGui::SeparatorText("Windows"); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback."); ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL] - ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); + ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order."); ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage); ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location."); @@ -570,13 +634,18 @@ void ImGui::ShowDemoWindow(bool* p_open) "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + // Make a local copy to avoid modifying actual backend flags. // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright? ImGui::BeginDisabled(); - ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); - ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); - ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: HasParentViewport", &io.BackendFlags, ImGuiBackendFlags_HasParentViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); ImGui::EndDisabled(); ImGui::TreePop(); @@ -628,6 +697,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); ImGui::EndTable(); } @@ -670,6 +740,7 @@ static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data) ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace); ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); @@ -887,19 +958,20 @@ static void DemoWindowWidgetsBasic() ImGui::SeparatorText("Inputs"); { - // To wire InputText() with std::string or any other custom string type, - // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); static char str0[128] = "Hello, world!"; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); ImGui::SameLine(); HelpMarker( "USER:\n" - "Hold SHIFT or use mouse to select text.\n" - "CTRL+Left/Right to word jump.\n" - "CTRL+A or Double-Click to select all.\n" - "CTRL+X,CTRL+C,CTRL+V for clipboard.\n" - "CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.\n" - "ESCAPE to revert.\n\n" + "Hold Shift or use mouse to select text.\n" + "Ctrl+Left/Right to word jump.\n" + "Ctrl+A or Double-Click to select all.\n" + "Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n" + "Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n" + "Escape to revert.\n\n" "PROGRAMMER:\n" "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " @@ -936,8 +1008,8 @@ static void DemoWindowWidgetsBasic() ImGui::DragInt("drag int", &i1, 1); ImGui::SameLine(); HelpMarker( "Click and drag to edit value.\n" - "Hold SHIFT/ALT for faster/slower edit.\n" - "Double-click or CTRL+click to input value."); + "Hold Shift/Alt for faster/slower edit.\n" + "Double-Click or Ctrl+Click to input value."); ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround); @@ -953,7 +1025,7 @@ static void DemoWindowWidgetsBasic() IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + ImGui::SameLine(); HelpMarker("Ctrl+Click to input value."); static float f1 = 0.123f, f2 = 0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); @@ -971,7 +1043,7 @@ static void DemoWindowWidgetsBasic() static int elem = Element_Fire; const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; - ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here. + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here. ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } @@ -985,8 +1057,8 @@ static void DemoWindowWidgetsBasic() ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "Click and hold to use drag and drop.\n" - "Right-click on the color square to show options.\n" - "CTRL+click on individual component to input value.\n"); + "Right-Click on the color square to show options.\n" + "Ctrl+Click on individual component to input value.\n"); ImGui::ColorEdit4("color 2", col2); } @@ -1095,8 +1167,9 @@ static void DemoWindowWidgetsColorAndPickers() ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque); ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg); ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf); - ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop); ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop); + ImGui::CheckboxFlags("ImGuiColorEditFlags_NoColorMarkers", &base_flags, ImGuiColorEditFlags_NoColorMarkers); ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); @@ -1104,7 +1177,7 @@ static void DemoWindowWidgetsColorAndPickers() ImGui::Text("Color widget:"); ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" - "CTRL+click on individual component to input value.\n"); + "Ctrl+Click on individual component to input value.\n"); ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags); IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); @@ -1436,7 +1509,7 @@ static void DemoWindowWidgetsDataTypes() ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker( "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 u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); @@ -1696,7 +1769,7 @@ static void DemoWindowWidgetsDragsAndSliders() static ImGuiSliderFlags flags = ImGuiSliderFlags_None; ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput); - ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds."); + ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds."); ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange); ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp."); ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); @@ -1704,14 +1777,17 @@ static void DemoWindowWidgetsDragsAndSliders() ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); - ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + ImGui::SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget."); ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks); ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic."); ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround); ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)"); + ImGui::CheckboxFlags("ImGuiSliderFlags_ColorMarkers", &flags, ImGuiSliderFlags_ColorMarkers); + //ImGui::CheckboxFlags("ImGuiSliderFlags_ColorMarkersG", &flags, 1 << ImGuiSliderFlags_ColorMarkersIndexShift_); // Not explicitly documented but possible. // Drags static float drag_f = 0.5f; + static float drag_f4[4]; static int drag_i = 50; ImGui::Text("Underlying float value: %f", drag_f); ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); @@ -1721,14 +1797,17 @@ static void DemoWindowWidgetsDragsAndSliders() //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags); ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + ImGui::DragFloat4("DragFloat4 (0 -> 1)", drag_f4, 0.005f, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. // Sliders static float slider_f = 0.5f; + static float slider_f4[4]; static int slider_i = 50; - const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround; + const ImGuiSliderFlags flags_for_sliders = (flags & ~ImGuiSliderFlags_WrapAround); ImGui::Text("Underlying float value: %f", slider_f); ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders); ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders); + ImGui::SliderFloat4("SliderFloat4 (0 -> 1)", slider_f4, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers. ImGui::TreePop(); } @@ -2044,10 +2123,12 @@ static void DemoWindowWidgetsProgressBars() if (ImGui::TreeNode("Progress Bars")) { // Animate a simple progress bar - static float progress = 0.0f, progress_dir = 1.0f; - progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; - if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } - if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + static float progress_accum = 0.0f, progress_dir = 1.0f; + progress_accum += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress_accum >= +1.1f) { progress_accum = +1.1f; progress_dir *= -1.0f; } + if (progress_accum <= -0.1f) { progress_accum = -0.1f; progress_dir *= -1.0f; } + + const float progress = IM_CLAMP(progress_accum, 0.0f, 1.0f); // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. @@ -2055,9 +2136,8 @@ static void DemoWindowWidgetsProgressBars() ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Text("Progress Bar"); - float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + sprintf(buf, "%d/%d", (int)(progress * 1753), 1753); ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); // Pass an animated negative value, e.g. -1.0f * (float)ImGui::GetTime() is the recommended value. @@ -2201,18 +2281,24 @@ static void DemoWindowWidgetsQueryingStatuses() "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", ImGui::IsWindowFocused(), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); // Testing IsWindowHovered() function with its various flags. @@ -2222,10 +2308,13 @@ static void DemoWindowWidgetsQueryingStatuses() "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n" "IsWindowHovered(_Stationary) = %d\n", @@ -2234,10 +2323,13 @@ static void DemoWindowWidgetsQueryingStatuses() ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); @@ -2250,10 +2342,13 @@ static void DemoWindowWidgetsQueryingStatuses() // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. + // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). static bool test_window = false; ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); if (test_window) { + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? ImGui::Begin("Title bar Hovered/Active tests", &test_window); if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() { @@ -2529,7 +2624,7 @@ struct ExampleDualListBox { const int* a = (const int*)lhs; const int* b = (const int*)rhs; - return (*a - *b); + return *a - *b; } void SortItems(int n) { @@ -2647,6 +2742,10 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d { HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data."); + ImGui::BulletText("Wiki page:"); + ImGui::SameLine(); + ImGui::TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select"); + // Without any fancy API: manage single-selection yourself. IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select"); if (ImGui::TreeNode("Single-Select")) @@ -2663,11 +2762,11 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d } // Demonstrate implementation a most-basic form of multi-selection manually - // This doesn't support the SHIFT modifier which requires BeginMultiSelect()! + // This doesn't support the Shift modifier which requires BeginMultiSelect()! IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)"); if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)")) { - HelpMarker("Hold CTRL and click to select multiple items."); + HelpMarker("Hold Ctrl and Click to select multiple items."); static bool selection[5] = { false, false, false, false, false }; for (int n = 0; n < 5; n++) { @@ -2675,7 +2774,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d sprintf(buf, "Object %d", n); if (ImGui::Selectable(buf, selection[n])) { - if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + if (!ImGui::GetIO().KeyCtrl) // Clear selection when Ctrl is not held memset(selection, 0, sizeof(selection)); selection[n] ^= 1; // Toggle current item } @@ -2684,7 +2783,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d } // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API. - // SHIFT+Click w/ CTRL and other standard features are supported. + // Shift+Click w/ Ctrl and other standard features are supported. // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement. IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select"); if (ImGui::TreeNode("Multi-Select")) @@ -2693,7 +2792,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space)."); ImGui::BulletText("Ctrl modifier to preserve and toggle selection."); ImGui::BulletText("Shift modifier for range selection."); - ImGui::BulletText("CTRL+A to select all."); + ImGui::BulletText("Ctrl+A to select all."); ImGui::BulletText("Escape to clear selection."); ImGui::BulletText("Click and drag to box-select."); ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen."); @@ -2858,7 +2957,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d const int ITEMS_COUNT = 10000; ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); - if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter, ImVec2(0.0f, ImGui::GetFontSize() * 20))) { ImGui::TableSetupColumn("Object"); ImGui::TableSetupColumn("Action"); @@ -2879,6 +2978,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d { ImGui::TableNextRow(); ImGui::TableNextColumn(); + ImGui::PushID(n); char label[64]; sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); bool item_is_selected = selection.Contains((ImGuiID)n); @@ -2886,6 +2986,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); ImGui::TableNextColumn(); ImGui::SmallButton("hello"); + ImGui::PopID(); } } @@ -3180,6 +3281,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect); ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect); + ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", &flags, ImGuiMultiSelectFlags_NoSelectOnRightClick); ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d); ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll); @@ -3691,8 +3793,10 @@ static void DemoWindowWidgetsTextInput() IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); if (ImGui::TreeNode("Multi-line Text Input")) { - // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize - // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + // WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE. + // If you want to use InputText() with std::string or any custom dynamic string type: + // - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp + // - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize. static char text[1024 * 16] = "/*\n" " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" @@ -4064,7 +4168,7 @@ static void DemoWindowWidgetsTreeNodes() { HelpMarker( "This is a more typical looking tree with selectable nodes.\n" - "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + "Click to select, Ctrl+Click to toggle, click on arrows or double-click to open."); static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; static bool align_label_with_current_x_position = false; static bool test_drag_and_drop = false; @@ -4076,6 +4180,7 @@ static void DemoWindowWidgetsTreeNodes() ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", &base_flags, ImGuiTreeNodeFlags_FramePadding); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent); HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); @@ -4151,7 +4256,7 @@ static void DemoWindowWidgetsTreeNodes() // Update selection state // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) if (ImGui::GetIO().KeyCtrl) - selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + selection_mask ^= (1 << node_clicked); // Ctrl+Click to toggle else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection selection_mask = (1 << node_clicked); // Click to single-select } @@ -4740,7 +4845,7 @@ static void DemoWindowLayout() // Tree // (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline) const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; - ImGui::Button("Button##1"); + ImGui::Button("Button##1"); // Will make line higher ImGui::SameLine(0.0f, spacing); if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone)) { @@ -4750,14 +4855,22 @@ static void DemoWindowLayout() ImGui::TreePop(); } + const float padding = (float)(int)(ImGui::GetFontSize() * 1.20f); // Large padding + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, padding); + ImGui::Button("Button##2"); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNodeEx("Node##2", ImGuiTreeNodeFlags_DrawLinesNone)) + ImGui::TreePop(); + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. // Otherwise you can use SmallButton() (smaller fit). ImGui::AlignTextToFramePadding(); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add - // other contents below the node. - bool node_open = ImGui::TreeNode("Node##2"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + // other contents "inside" the node. + bool node_open = ImGui::TreeNode("Node##3"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##3"); if (node_open) { // Placeholder tree data @@ -4767,13 +4880,13 @@ static void DemoWindowLayout() } // Bullet - ImGui::Button("Button##3"); + ImGui::Button("Button##4"); ImGui::SameLine(0.0f, spacing); ImGui::BulletText("Bullet text"); ImGui::AlignTextToFramePadding(); ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##5"); ImGui::Unindent(); } @@ -4795,15 +4908,18 @@ static void DemoWindowLayout() ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::PushItemWidth(ImGui::GetFontSize() * 10); + enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + ImGui::SameLine(); ImGui::Checkbox("Track", &enable_track); - ImGui::PushItemWidth(100); - ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); - bool scroll_to_off = ImGui::Button("Scroll Offset"); - ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + bool scroll_to_off = ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + ImGui::SameLine(); + scroll_to_off |= ImGui::Button("Scroll Offset"); - bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + bool scroll_to_pos = ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::SameLine(); + scroll_to_pos |= ImGui::Button("Scroll To Pos"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) @@ -5312,7 +5428,7 @@ static void DemoWindowPopups() if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id { selected = n; - ImGui::Text("This a popup for \"%s\"!", names[n]); + ImGui::Text("This is a popup for \"%s\"!", names[n]); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); @@ -5455,7 +5571,7 @@ static void DemoWindowPopups() ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); ImGui::Separator(); - ImGui::MenuItem("Menu item", "CTRL+M"); + ImGui::MenuItem("Menu item", "Ctrl+M"); if (ImGui::BeginMenu("Menu inside a regular window")) { ShowExampleMenuFile(); @@ -5534,7 +5650,7 @@ struct MyItem // qsort() is instable so always return a way to differentiate items. // Your own compare function may want to avoid fallback on implicit sort specs. // e.g. a Name compare if it wasn't already part of the sort specs. - return (a->ID - b->ID); + return a->ID - b->ID; } }; const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; @@ -6498,7 +6614,7 @@ static void DemoWindowTables() ImGui::TableNextColumn(); ImGui::Text("A0 Row 0"); { - float rows_height = TEXT_BASE_HEIGHT * 2; + float rows_height = (TEXT_BASE_HEIGHT * 2.0f) + (ImGui::GetStyle().CellPadding.y * 2.0f); if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("B0"); @@ -6540,7 +6656,7 @@ static void DemoWindowTables() { for (int row = 0; row < 8; row++) { - float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row + ImGui::GetStyle().CellPadding.y * 2.0f); ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); ImGui::TableNextColumn(); ImGui::Text("min_row_height = %.2f", min_row_height); @@ -6644,9 +6760,10 @@ static void DemoWindowTables() ImGui::SameLine(); if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) { + const float rows_height = TEXT_BASE_HEIGHT * 1.5f + ImGui::GetStyle().CellPadding.y * 2.0f; for (int row = 0; row < 3; row++) { - ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + ImGui::TableNextRow(0, rows_height); for (int column = 0; column < 3; column++) { ImGui::TableNextColumn(); @@ -7020,7 +7137,7 @@ static void DemoWindowTables() // [2.3] Right-click in columns to open another custom popup HelpMarker( "Demonstrate mixing table context menu (over header), item context button (over button) " - "and custom per-colunm context menu (over column body)."); + "and custom per-column context menu (over column body)."); ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) { @@ -7886,16 +8003,16 @@ static void DemoWindowInputs() ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f)); ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true); - ImGui::Text("Press CTRL+A and see who receives it!"); + ImGui::Text("Press Ctrl+A and see who receives it!"); ImGui::Separator(); - // 1: Window polling for CTRL+A + // 1: Window polling for Ctrl+A ImGui::Text("(in WindowA)"); ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); - // 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active) + // 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active) // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h) - //char str[16] = "Press CTRL+A"; + //char str[16] = "Press Ctrl+A"; //ImGui::Spacing(); //ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly); //ImGuiID item_id = ImGui::GetItemID(); @@ -7908,7 +8025,7 @@ static void DemoWindowInputs() ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused()); ImGui::EndChild(); - // 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused. + // 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused. ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true); ImGui::Text("(in ChildE: using same Shortcut)"); ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "..."); @@ -7965,7 +8082,7 @@ static void DemoWindowInputs() IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); if (ImGui::TreeNode("Tabbing")) { - ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::Text("Use Tab/Shift+Tab to cycle through keyboard editable fields."); static char buf[32] = "hello"; ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); @@ -8174,6 +8291,31 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::Text("define: __EMSCRIPTEN__"); ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); #endif +#ifdef IMGUI_HAS_VIEWPORT + ImGui::Text("define: IMGUI_HAS_VIEWPORT"); +#endif +#ifdef IMGUI_HAS_DOCK + ImGui::Text("define: IMGUI_HAS_DOCK"); +#endif +#ifdef NDEBUG + ImGui::Text("define: NDEBUG"); +#endif + + // Heuristic to detect no-op IM_ASSERT() macros + // - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code. + // - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable. + int assert_runs_expression = 0; + IM_ASSERT(++assert_runs_expression); + int assert_expand_len = (int)strlen(IM_STRINGIFY((IM_ASSERT(true)))); + bool assert_maybe_disabled = (!assert_runs_expression || assert_expand_len <= 16); + ImGui::Text("IM_ASSERT: runs expression: %s. expand size: %s%s", + assert_runs_expression ? "OK" : "KO", (assert_expand_len > 16) ? "OK" : "KO", assert_maybe_disabled ? " (MAYBE DISABLED?!)" : ""); + if (assert_maybe_disabled) + { + ImGui::SameLine(); + HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!"); + } + ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); @@ -8183,7 +8325,20 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigDpiScaleFonts) ImGui::Text("io.ConfigDpiScaleFonts"); + if (io.ConfigDpiScaleViewports) ImGui::Text("io.ConfigDpiScaleViewports"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingNoDockingOver) ImGui::Text("io.ConfigDockingNoDockingOver"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos"); if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard"); @@ -8195,8 +8350,12 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_HasParentViewport) ImGui::Text(" HasParentViewport"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height); ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL"); @@ -8401,6 +8560,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1); SeparatorText("Widgets"); + SliderFloat("ColorMarkerSize", &style.ColorMarkerSize, 0.0f, 8.0f, "%.0f"); Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); @@ -8412,6 +8572,11 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, 1.0f, "%.0f"); + SeparatorText("Docking"); + //SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight()); + Checkbox("DockingNodeHasCloseButton", &style.DockingNodeHasCloseButton); + SliderFloat("DockingSeparatorSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); + SeparatorText("Tooltips"); for (int n = 0; n < 2; n++) if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav")) @@ -8509,7 +8674,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ShowFontAtlas(atlas); // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. - // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds). /* SeparatorText("Legacy Scaling"); const float MIN_SCALE = 0.3f; @@ -8611,27 +8776,27 @@ void ImGui::ShowUserGuide() ImGuiIO& io = GetIO(); BulletText("Double-click on title bar to collapse window."); BulletText( - "Click and drag on lower corner to resize window\n" - "(double-click to auto fit window to its contents)."); - BulletText("CTRL+Click on a slider or drag box to input value as text."); - BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); - BulletText("CTRL+Tab to select a window."); + "Click and drag on lower corner or border to resize window.\n" + "(double-click to auto fit window to its contents)"); + BulletText("Ctrl+Click on a slider or drag box to input value as text."); + BulletText("Tab/Shift+Tab to cycle through keyboard editable fields."); + BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows."); if (io.FontAllowUserScaling) - BulletText("CTRL+Mouse Wheel to zoom window contents."); + BulletText("Ctrl+Mouse Wheel to zoom window contents."); BulletText("While inputting text:\n"); Indent(); - BulletText("CTRL+Left/Right to word jump."); - BulletText("CTRL+A or double-click to select all."); - BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); - BulletText("CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo."); - BulletText("ESCAPE to revert."); + BulletText("Ctrl+Left/Right to word jump."); + BulletText("Ctrl+A or double-click to select all."); + BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste."); + BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo."); + BulletText("Escape to revert."); Unindent(); BulletText("With keyboard navigation enabled:"); Indent(); - BulletText("Arrow keys to navigate."); + BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate."); BulletText("Space to activate a widget."); BulletText("Return to input text into a widget."); - BulletText("Escape to deactivate a widget, close popup, exit child window."); + BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus."); BulletText("Alt to jump to the menu layer of a window."); Unindent(); } @@ -8658,12 +8823,12 @@ static void ShowExampleAppMainMenuBar() } if (ImGui::BeginMenu("Edit")) { - if (ImGui::MenuItem("Undo", "CTRL+Z")) {} - if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + if (ImGui::MenuItem("Undo", "Ctrl+Z")) {} + if (ImGui::MenuItem("Redo", "Ctrl+Y", false, false)) {} // Disabled item ImGui::Separator(); - if (ImGui::MenuItem("Cut", "CTRL+X")) {} - if (ImGui::MenuItem("Copy", "CTRL+C")) {} - if (ImGui::MenuItem("Paste", "CTRL+V")) {} + if (ImGui::MenuItem("Cut", "Ctrl+X")) {} + if (ImGui::MenuItem("Copy", "Ctrl+C")) {} + if (ImGui::MenuItem("Paste", "Ctrl+V")) {} ImGui::EndMenu(); } ImGui::EndMainMenuBar(); @@ -9668,7 +9833,9 @@ static void ShowExampleAppConstrainedResize(bool* p_open) } else { - ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + ImGui::Text("(Hold Shift to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } @@ -9695,7 +9862,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) { static int location = 0; ImGuiIO& io = ImGui::GetIO(); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (location >= 0) { const float PAD = 10.0f; @@ -9708,6 +9875,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + ImGui::SetNextWindowViewport(viewport->ID); window_flags |= ImGuiWindowFlags_NoMove; } else if (location == -2) @@ -10127,6 +10295,134 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImGui::End(); } +//----------------------------------------------------------------------------- +// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() +//----------------------------------------------------------------------------- + +// Demonstrate using DockSpace() to create an explicit docking node within an existing window, with various options. +// THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace(). +// MOST REGULAR APPLICATIONS WHO WANT TO ALLOW DOCKING WINDOWS ON THE EDGE OF YOUR SCREEN CAN SIMPLY USE: +// ImGui::NewFrame(); +// ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport +// OR: +// ImGui::NewFrame(); +// ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, where central node is transparent. +// Read https://github.com/ocornut/imgui/wiki/Docking for details. +// The reasons we do not use DockSpaceOverViewport() in this demo is because: +// - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) +// which is mostly to showcase the idea that DockSpace() may be submitted anywhere. +// - (2) we allow the host window to have padding (when opt_padding == true) +// - (3) we expose many flags and need a way to have them visible. +// - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() +// in your code, but we don't here because we allow the window to be floating) +void ShowExampleAppDockSpace(bool* p_open) +{ + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become a simple call to ImGui::DockSpaceOverViewport() !! + // In this specific demo, we are not using DockSpaceOverViewport() because: + + static bool opt_fullscreen = true; + static bool opt_padding = false; + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + if (opt_fullscreen) + { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + } + else + { + dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode; + } + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background + // and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + if (!opt_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace Demo", p_open, window_flags); + if (!opt_padding) + ImGui::PopStyleVar(); + + if (opt_fullscreen) + ImGui::PopStyleVar(2); + + // Submit the DockSpace + // REMINDER: THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace()! + // MOST REGULAR APPLICATIONS WILL SIMPLY WANT TO CALL DockSpaceOverViewport(). READ COMMENTS ABOVE. + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + } + else + { + ShowDockingDisabledMessage(); + } + + // Show demo options and help + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Options")) + { + // Disabling fullscreen would allow the window to be moved to the front of other windows, + // which we can't undo at the moment without finer window depth/z control. + ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen); + ImGui::MenuItem("Padding", NULL, &opt_padding); + ImGui::Separator(); + + if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; } + if (ImGui::MenuItem("Flag: NoDockingSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; } + if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } + ImGui::Separator(); + + if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) + *p_open = false; + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Help")) + { + ImGui::TextUnformatted( + "This demo has nothing to do with enabling docking!" "\n" + "This demo only demonstrate the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window." "\n" + "Most application can simply call ImGui::DockSpaceOverViewport() and be done with it."); + ImGui::Separator(); + ImGui::TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)"); + ImGui::Separator(); + ImGui::TextUnformatted("More details:"); ImGui::Bullet(); ImGui::SameLine(); ImGui::TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking"); + ImGui::BulletText("Read comments in ShowExampleAppDockSpace()"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + ImGui::End(); +} + //----------------------------------------------------------------------------- // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() //----------------------------------------------------------------------------- @@ -10252,11 +10548,25 @@ void ShowExampleAppDocuments(bool* p_open) static ExampleAppDocuments app; // Options + enum Target + { + Target_None, + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + }; + static Target opt_target = Target_Tab; static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // not visible, which in turn would stop submitting the "Eggplant" window. + // We avoid this problem by submitting our documents window even if our parent window is not currently visible. + // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); - if (!window_contents_visible) + if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow) { ImGui::End(); return; @@ -10300,6 +10610,12 @@ void ShowExampleAppDocuments(bool* p_open) doc.DoForceClose(); ImGui::PopID(); } + ImGui::PushItemWidth(ImGui::GetFontSize() * 12); + ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); + ImGui::PopItemWidth(); + bool redock_all = false; + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } ImGui::Separator(); @@ -10313,7 +10629,8 @@ void ShowExampleAppDocuments(bool* p_open) // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. - // Submit Tab Bar and Tabs + // Tabs + if (opt_target == Target_Tab) { ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline; @@ -10356,6 +10673,53 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::EndTabBar(); } } + else if (opt_target == Target_DockSpaceAndWindow) + { + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + app.NotifyOfDocumentsClosedElsewhere(); + + // Create a DockSpace node where any window can be docked + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id); + + // Create Windows + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); + ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + app.CloseQueue.push_back(doc); + } + + app.DisplayDocContextMenu(doc); + if (visible) + app.DisplayDocContents(doc); + + ImGui::End(); + } + } + else + { + ShowDockingDisabledMessage(); + } + } + + // Early out other contents + if (!window_contents_visible) + { + ImGui::End(); + return; + } // Display renaming UI if (app.RenamingDoc != NULL) @@ -10485,7 +10849,7 @@ struct ExampleAsset if (delta < 0) return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; } - return ((int)a->ID - (int)b->ID); + return (int)a->ID - (int)b->ID; } }; const ImGuiTableSortSpecs* ExampleAsset::s_current_sort_specs = NULL; @@ -10605,7 +10969,7 @@ struct ExampleAssetsBrowser ImGui::SeparatorText("Layout"); ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f"); - ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom"); + ImGui::SameLine(); HelpMarker("Use Ctrl+Wheel to zoom"); ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32); ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32); ImGui::Checkbox("Stretch Spacing", &StretchSpacing); @@ -10797,7 +11161,7 @@ struct ExampleAssetsBrowser if (want_delete) Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus); - // Zooming with CTRL+Wheel + // Zooming with Ctrl+Wheel if (ImGui::IsWindowAppearing()) ZoomWheelAccum = 0.0f; if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false) diff --git a/extern/ImGui/imgui_draw.cpp b/extern/ImGui/imgui_draw.cpp index 9b01047..ec652a8 100644 --- a/extern/ImGui/imgui_draw.cpp +++ b/extern/ImGui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.92.3 WIP +// dear imgui, v1.92.6 WIP // (drawing and font code) /* @@ -227,6 +227,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -240,6 +242,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); @@ -292,6 +296,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -305,6 +311,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); @@ -358,6 +366,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f); colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); @@ -371,6 +381,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border]; colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_UnsavedMarker] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered]; colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); @@ -438,10 +450,13 @@ void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data) // In the majority of cases, you would want to call PushClipRect() and PushTexture() after this. void ImDrawList::_ResetForNewFrame() { - // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory to match ImDrawCmdHeader. IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4)); IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == offsetof(ImDrawCmdHeader, ClipRect)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == offsetof(ImDrawCmdHeader, TexRef)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == offsetof(ImDrawCmdHeader, VtxOffset)); if (_Splitter._Count > 1) _Splitter.Merge(this); @@ -821,7 +836,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off - IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->OwnerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); @@ -2650,6 +2665,7 @@ ImFontAtlas::~ImFontAtlas() TexData = NULL; } +// If you call this mid-frame, you would need to add new font and bind them! void ImFontAtlas::Clear() { bool backup_renderer_has_textures = RendererHasTextures; @@ -2700,6 +2716,8 @@ void ImFontAtlas::ClearFonts() { // FIXME-NEWATLAS: Illegal to remove currently bound font. IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + for (ImFont* font : Fonts) + ImFontAtlasBuildNotifySetFont(this, font, NULL); ImFontAtlasBuildDestroy(this); ClearInputData(); Fonts.clear_delete(); @@ -2790,21 +2808,29 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures) IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK."); + // Request destroy + // - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend. + // - We don't destroy pixels right away, as backend may have an in-flight copy from RAM. + if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy) + { + IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates); + tex->Status = ImTextureStatus_WantDestroy; + } + + // If a texture has never reached the backend, they don't need to know about it. + // (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy + // when invalidating graphics objects twice, which would previously remove it from the list and crash.) + if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL) + tex->Status = ImTextureStatus_Destroyed; + + // Process texture being destroyed if (tex->Status == ImTextureStatus_Destroyed) { IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!"); if (tex->WantDestroyNextFrame) remove_from_list = true; // Destroy was scheduled by us else - tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend (e.g. freed resources mid-run) - } - else if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_WantDestroy) - { - // Request destroy. - // - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend. - // - We don't destroy pixels right away, as backend may have an in-flight copy from RAM. - IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates); - tex->Status = ImTextureStatus_WantDestroy; + tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run) } // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering. @@ -2812,13 +2838,10 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere if (tex->Status == ImTextureStatus_WantDestroy) tex->UnusedFrames++; - // If a texture has never reached the backend, they don't need to know about it. - if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL) - remove_from_list = true; - // Destroy and remove if (remove_from_list) { + IM_ASSERT(atlas->TexData != tex); tex->DestroyPixels(); IM_DELETE(tex); atlas->TexList.erase(atlas->TexList.begin() + tex_n); @@ -3038,12 +3061,6 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in) font->Sources.push_back(font_cfg); ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back(). - if (font_cfg->FontDataOwnedByAtlas == false) - { - font_cfg->FontDataOwnedByAtlas = true; - font_cfg->FontData = ImMemdup(font_cfg->FontData, (size_t)font_cfg->FontDataSize); - } - // Sanity check // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards. if (font_cfg->GlyphExcludeRanges != NULL) @@ -3189,7 +3206,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed // On font removal we need to remove references (otherwise we could queue removal?) // We allow old_font == new_font which forces updating all values (e.g. sizes) -static void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font) +void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font) { for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) { @@ -3234,7 +3251,7 @@ void ImFontAtlas::RemoveFont(ImFont* font) ImFontAtlasBuildUpdatePointers(this); - font->ContainerAtlas = NULL; + font->OwnerAtlas = NULL; IM_DELETE(font); // Notify external systems @@ -3612,7 +3629,7 @@ void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConf { font->ClearOutputData(); //font->FontSize = src->SizePixels; - font->ContainerAtlas = atlas; + font->OwnerAtlas = atlas; IM_ASSERT(font->Sources[0] == src); } atlas->TexIsBuilt = false; // For legacy backends @@ -3622,6 +3639,11 @@ void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConf void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src) { IM_UNUSED(atlas); + // IF YOU GET A CRASH IN THE IM_FREE() CALL HERE AND USED AddFontFromMemoryTTF(): + // - DUE TO LEGACY REASON AddFontFromMemoryTTF() TRANSFERS MEMORY OWNERSHIP BY DEFAULT. + // - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREEED BY IMGUI. + // - USE `ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(....., &cfg);` to disable passing ownership/ + // WE WILL ADDRESS THIS IN A FUTURE REWORK OF THE API. if (src->FontDataOwnedByAtlas) IM_FREE(src->FontData); src->FontData = NULL; @@ -3635,7 +3657,7 @@ void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src) // FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers. static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked) { - ImFont* font = baked->ContainerFont; + ImFont* font = baked->OwnerFont; IM_ASSERT(font->EllipsisChar != 0); const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.'); @@ -3681,7 +3703,7 @@ static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked) { IM_ASSERT(baked->FallbackGlyphIndex == -1); IM_ASSERT(baked->FallbackAdvanceX == 0.0f); - ImFont* font = baked->ContainerFont; + ImFont* font = baked->OwnerFont; ImFontGlyph* fallback_glyph = NULL; if (font->FallbackChar != 0) fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar); @@ -3691,7 +3713,7 @@ static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked) ImFontGlyph glyph; glyph.Codepoint = 0; glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f); - fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->ContainerAtlas, baked, NULL, &glyph); + fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->OwnerAtlas, baked, NULL, &glyph); } baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code baked->FallbackAdvanceX = fallback_glyph->AdvanceX; @@ -3772,7 +3794,7 @@ ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_si baked->Size = font_size; baked->RasterizerDensity = font_rasterizer_density; baked->BakedId = baked_id; - baked->ContainerFont = font; + baked->OwnerFont = font; baked->LastUsedFrame = atlas->Builder->FrameCount; // Initialize backend data @@ -3807,7 +3829,7 @@ ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, f for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) { ImFontBaked* baked = &builder->BakedPool[baked_n]; - if (baked->ContainerFont != font || baked->WantDestroy) + if (baked->OwnerFont != font || baked->WantDestroy) continue; if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density continue; @@ -3863,7 +3885,7 @@ void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_fr ImFontBaked* baked = &builder->BakedPool[baked_n]; if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) continue; - if (baked->ContainerFont != font || baked->WantDestroy) + if (baked->OwnerFont != font || baked->WantDestroy) continue; ImFontAtlasBakedDiscard(atlas, font, baked); } @@ -3878,9 +3900,9 @@ void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames) ImFontBaked* baked = &builder->BakedPool[baked_n]; if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) continue; - if (baked->WantDestroy || (baked->ContainerFont->Flags & ImFontFlags_LockBakedSizes)) + if (baked->WantDestroy || (baked->OwnerFont->Flags & ImFontFlags_LockBakedSizes)) continue; - ImFontAtlasBakedDiscard(atlas, baked->ContainerFont, baked); + ImFontAtlasBakedDiscard(atlas, baked->OwnerFont, baked); } } @@ -3901,6 +3923,11 @@ void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedDat void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex) { for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + // If Context 2 uses font owned by Context 1 which already called EndFrame()/Render(), we don't want to mess with draw commands for Context 1 + if (shared_data->Context && !shared_data->Context->WithinFrameScope) + continue; + for (ImDrawList* draw_list : shared_data->DrawLists) { // Replace in command-buffer @@ -3914,6 +3941,7 @@ void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex if (stacked_tex == old_tex) stacked_tex = new_tex; } + } } // Update texture coordinates in all draw list shared context @@ -4413,8 +4441,8 @@ static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x) { - ImFont* font = baked->ContainerFont; - ImFontAtlas* atlas = font->ContainerAtlas; + ImFont* font = baked->OwnerFont; + ImFontAtlas* atlas = font->OwnerAtlas; if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs)) { // Lazily load fallback glyph @@ -4519,16 +4547,16 @@ void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas) if (tex->Status == ImTextureStatus_WantCreate) IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height); else if (tex->Status == ImTextureStatus_WantDestroy) - IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, IM_TEXTUREID_TO_U64(tex->TexID), tex->BackendUserData); + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, ImGui::DebugTextureIDToU64(tex->TexID), tex->BackendUserData); else if (tex->Status == ImTextureStatus_WantUpdates) { - IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, ImGui::DebugTextureIDToU64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); for (const ImTextureRect& r : tex->Updates) { IM_UNUSED(r); IM_ASSERT(r.x >= 0 && r.y >= 0); IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert. - //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); + //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, ImGui::DebugTextureIDToU64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData); } } } @@ -4558,14 +4586,14 @@ static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* IM_ASSERT(src->FontLoaderData == NULL); // Initialize helper structure for font loading and verify that the TTF/OTF data is correct - const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src->FontData, src->FontNo); + const int font_offset = stbtt_GetFontOffsetForIndex((const unsigned char*)src->FontData, src->FontNo); if (font_offset < 0) { IM_DELETE(bd_font_data); IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found."); return false; } - if (!stbtt_InitFont(&bd_font_data->FontInfo, (unsigned char*)src->FontData, font_offset)) + if (!stbtt_InitFont(&bd_font_data->FontInfo, (const unsigned char*)src->FontData, font_offset)) { IM_DELETE(bd_font_data); IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); @@ -4577,10 +4605,7 @@ static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* if (src->MergeMode && src->SizePixels == 0.0f) src->SizePixels = ref_size; - if (src->SizePixels >= 0.0f) - bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f); - else - bd_font_data->ScaleFactor = stbtt_ScaleForMappingEmToPixels(&bd_font_data->FontInfo, 1.0f); + bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f); if (src->MergeMode && src->SizePixels != 0.0f && ref_size != 0.0f) bd_font_data->ScaleFactor *= src->SizePixels / ref_size; // FIXME-NEWATLAS: Should tidy up that a bit @@ -4688,7 +4713,7 @@ static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontC stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w, scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index); - const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; float font_off_x = (src->GlyphOffset.x * offsets_scale); float font_off_y = (src->GlyphOffset.y * offsets_scale); @@ -5015,7 +5040,9 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) { - while (text_end ? (text < text_end) : *text) + if (text_end == NULL) + text_end = text + strlen(text); + while (text < text_end) { unsigned int c = 0; int c_len = ImTextCharFromUtf8(&c, text, text_end); @@ -5083,7 +5110,7 @@ ImFont::~ImFont() void ImFont::ClearOutputData() { - if (ImFontAtlas* atlas = ContainerAtlas) + if (ImFontAtlas* atlas = OwnerAtlas) ImFontAtlasFontDiscardBakes(atlas, this, 0); FallbackChar = EllipsisChar = 0; memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); @@ -5128,7 +5155,7 @@ ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked if (src != NULL) { // Clamp & recenter if needed - const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); if (advance_x != glyph->AdvanceX) @@ -5154,7 +5181,7 @@ ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked baked->IndexAdvanceX[codepoint] = glyph->AdvanceX; baked->IndexLookup[codepoint] = (ImU16)glyph_idx; const int page_n = codepoint / 8192; - baked->ContainerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + baked->OwnerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); return glyph; } @@ -5166,7 +5193,7 @@ void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* bake if (src != NULL) { // Clamp & recenter if needed - const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float ref_size = baked->OwnerFont->Sources[0]->SizePixels; const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); @@ -5188,7 +5215,7 @@ void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImTextureData* tex = atlas->TexData; IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height); ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h); - ImFontAtlasPostProcessData pp_data = { atlas, baked->ContainerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h }; + ImFontAtlasPostProcessData pp_data = { atlas, baked->OwnerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h }; ImFontAtlasTextureBlockPostProcess(&pp_data); ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); } @@ -5246,7 +5273,7 @@ bool ImFontBaked::IsGlyphLoaded(ImWchar c) // This is not fast query bool ImFont::IsGlyphInFont(ImWchar c) { - ImFontAtlas* atlas = ContainerAtlas; + ImFontAtlas* atlas = OwnerAtlas; ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c); for (ImFontConfig* src : Sources) { @@ -5295,7 +5322,7 @@ ImFontBaked* ImFont::GetFontBaked(float size, float density) if (baked && baked->Size == size && baked->RasterizerDensity == density) return baked; - ImFontAtlas* atlas = ContainerAtlas; + ImFontAtlas* atlas = OwnerAtlas; ImFontAtlasBuilder* builder = atlas->Builder; baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density); if (baked == NULL) @@ -5316,7 +5343,7 @@ ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float fo ImFontBaked* baked = *p_baked_in_map; if (baked != NULL) { - IM_ASSERT(baked->Size == font_size && baked->ContainerFont == font && baked->BakedId == baked_id); + IM_ASSERT(baked->Size == font_size && baked->OwnerFont == font && baked->BakedId == baked_id); return baked; } @@ -5346,7 +5373,7 @@ const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_e if ((flags & ImDrawTextFlags_WrapKeepBlanks) == 0) while (text < text_end && ImCharIsBlankA(*text)) text++; - if (*text == '\n') + if (text < text_end && *text == '\n') text++; return text; } @@ -5598,7 +5625,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -// DO NOT CALL DIRECTLY THIS WILL CHANGE WIDLY IN 2025-2025. Use ImDrawList::AddText(). +// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2025-2025. Use ImDrawList::AddText(). void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, ImDrawTextFlags flags) { // Align to be pixel perfect @@ -5811,8 +5838,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im // - RenderArrow() // - RenderBullet() // - RenderCheckMark() +// - RenderArrowDockMenu() // - RenderArrowPointingAt() -// - RenderRectFilledRangeH() +// - RenderRectFilledInRangeH() // - RenderRectFilledWithHole() //----------------------------------------------------------------------------- // Function in need of a redesign (legacy mess) @@ -5886,6 +5914,14 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half } } +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. +void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) +{ + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); +} + static inline float ImAcos01(float x) { if (x <= 0.0f) return IM_PI * 0.5f; @@ -5895,15 +5931,15 @@ static inline float ImAcos01(float x) } // FIXME: Cleanup and move code to ImDrawList. -void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +// - Before 2025-12-04: RenderRectFilledRangeH() with 'float x_start_norm, float x_end_norm` <- normalized +// - After 2025-12-04: RenderRectFilledInRangeH() with 'float x1, float x2' <- absolute coords!! +void ImGui::RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding) { - if (x_end_norm == x_start_norm) + if (fill_x0 > fill_x1) return; - if (x_start_norm > x_end_norm) - ImSwap(x_start_norm, x_end_norm); - ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); - ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + ImVec2 p0 = ImVec2(fill_x0, rect.Min.y); + ImVec2 p1 = ImVec2(fill_x1, rect.Max.y); if (rounding == 0.0f) { draw_list->AddRectFilled(p0, p1, col, 0.0f); @@ -5971,6 +6007,17 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); } +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); +} + // Helper for ColorPicker4() // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. diff --git a/extern/ImGui/imgui_impl_dx11.cpp b/extern/ImGui/imgui_impl_dx11.cpp index c71e44d..d6b99a9 100644 --- a/extern/ImGui/imgui_impl_dx11.cpp +++ b/extern/ImGui/imgui_impl_dx11.cpp @@ -6,6 +6,7 @@ // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -17,8 +18,11 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. // 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). +// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports. // 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. // 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. @@ -82,6 +86,7 @@ struct ImGui_ImplDX11_Data ID3D11DepthStencilState* pDepthStencilState; int VertexBufferSize; int IndexBufferSize; + ImVector SwapChainDescsForViewports; ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; @@ -98,6 +103,10 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// Forward Declarations +static void ImGui_ImplDX11_InitMultiViewportSupport(); +static void ImGui_ImplDX11_ShutdownMultiViewportSupport(); + // Functions static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) { @@ -340,18 +349,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex) { - ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; - if (backend_tex == nullptr) - return; - IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); - backend_tex->pTextureView->Release(); - backend_tex->pTexture->Release(); - IM_DELETE(backend_tex); + if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData) + { + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTextureView->Release(); + backend_tex->pTexture->Release(); + IM_DELETE(backend_tex); - // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) - tex->SetTexID(ImTextureID_Invalid); + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } tex->SetStatus(ImTextureStatus_Destroyed); - tex->BackendUserData = nullptr; } void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex) @@ -595,7 +604,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (tex->RefCount == 1) ImGui_ImplDX11_DestroyTexture(tex); - if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } + if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -619,6 +628,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; @@ -641,6 +651,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co bd->pd3dDevice->AddRef(); bd->pd3dDeviceContext->AddRef(); + ImGui_ImplDX11_InitMultiViewportSupport(); + return true; } @@ -649,14 +661,18 @@ void ImGui_ImplDX11_Shutdown() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX11_ShutdownMultiViewportSupport(); ImGui_ImplDX11_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); IM_DELETE(bd); } @@ -670,6 +686,152 @@ void ImGui_ImplDX11_NewFrame() IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!"); } +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX11_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D11RenderTargetView* RTView; + + ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order. +// This is intentionally not declared in the .h file yet, so you will need to copy this declaration: +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count); +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + bd->SwapChainDescsForViewports.resize(desc_templates_count); + memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC)); +} + +static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + + // Create swap chain + HRESULT hr = DXGI_ERROR_UNSUPPORTED; + for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports) + { + IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr); + DXGI_SWAP_CHAIN_DESC sd = sd_template; + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.OutputWindow = hwnd; + hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + if (SUCCEEDED(hr)) + break; + } + IM_ASSERT(SUCCEEDED(hr)); + bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter + + // Create the render target + if (vd->SwapChain != nullptr) + { + ID3D11Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. + if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D11Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX11_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) + vd->SwapChain->Present(0, 0); // Present without vsync +} + +static void ImGui_ImplDX11_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; + + // Default swapchain format + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + ImGui_ImplDX11_SetSwapChainDescs(&sd, 1); +} + +static void ImGui_ImplDX11_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/extern/ImGui/imgui_impl_dx11.h b/extern/ImGui/imgui_impl_dx11.h index c120bf0..6f7798d 100644 --- a/extern/ImGui/imgui_impl_dx11.h +++ b/extern/ImGui/imgui_impl_dx11.h @@ -6,6 +6,7 @@ // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/extern/ImGui/imgui_impl_win32.cpp b/extern/ImGui/imgui_impl_win32.cpp index d7206b9..c2cbae3 100644 --- a/extern/ImGui/imgui_impl_win32.cpp +++ b/extern/ImGui/imgui_impl_win32.cpp @@ -7,6 +7,7 @@ // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -21,9 +22,20 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961) +// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state. +// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed. +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code. // 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) +// 2025-03-26: [Docking] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it. // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069) +// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069) +// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) // 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). @@ -106,6 +118,11 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) #endif +// Forward Declarations +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc); +static void ImGui_ImplWin32_ShutdownMultiViewportSupport(); +static void ImGui_ImplWin32_UpdateMonitors(); + struct ImGui_ImplWin32_Data { HWND hWnd; @@ -116,6 +133,7 @@ struct ImGui_ImplWin32_Data INT64 TicksPerSecond; ImGuiMouseCursor LastMouseCursor; UINT32 KeyboardCodePage; + bool WantUpdateMonitors; #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD bool HasGamepad; @@ -170,6 +188,9 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) io.BackendPlatformName = "imgui_impl_win32"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional) bd->hWnd = (HWND)hwnd; bd->TicksPerSecond = perf_frequency; @@ -177,10 +198,17 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) bd->LastMouseCursor = ImGuiMouseCursor_COUNT; ImGui_ImplWin32_UpdateKeyboardCodePage(io); - // Set platform dependent data in viewport + // Update monitor a first time during init + ImGui_ImplWin32_UpdateMonitors(); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; - IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch + + // Be aware that GetPropA()/SetPropA() may be accessed from other processes. + // So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process. + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); + ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc); // Dynamically load XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD @@ -222,6 +250,10 @@ void ImGui_ImplWin32_Shutdown() ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr); + ImGui_ImplWin32_ShutdownMultiViewportSupport(); // Unload XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD @@ -231,7 +263,8 @@ void ImGui_ImplWin32_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport); + platform_io.ClearPlatformHandlers(); IM_DELETE(bd); } @@ -303,32 +336,69 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); } -static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io) +static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd) +{ + // We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context. + // When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound. + //return ImGui::FindViewportByPlatformHandle((void*)hwnd); + for (ImGuiViewport* viewport : platform_io.Viewports) + if (viewport->PlatformHandle == hwnd) + return viewport; + return nullptr; +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io) { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); IM_ASSERT(bd->hWnd != 0); + POINT mouse_screen_pos; + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + HWND focused_window = ::GetForegroundWindow(); - const bool is_app_focused = (focused_window == bd->hWnd); + const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window))); if (is_app_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; - if (::ClientToScreen(bd->hWnd, &pos)) - ::SetCursorPos(pos.x, pos.y); + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &pos); + ::SetCursorPos(pos.x, pos.y); } // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE - if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) { - POINT pos; - if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) - io.AddMousePosEvent((float)pos.x, (float)pos.y); + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); } } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); } // Gamepad navigation mapping @@ -387,16 +457,50 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) #endif } +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = {}; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; + if (imgui_monitor.DpiScale <= 0.0f) + return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; +} + void ImGui_ImplWin32_NewFrame() { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; ::GetClientRect(bd->hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + if (bd->WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); // Setup time step INT64 current_time = 0; @@ -405,7 +509,7 @@ void ImGui_ImplWin32_NewFrame() bd->Time = current_time; // Update OS mouse position - ImGui_ImplWin32_UpdateMouseData(io); + ImGui_ImplWin32_UpdateMouseData(io, platform_io); // Process workarounds for known Windows key handling issues ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); @@ -610,6 +714,10 @@ static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() +#ifndef WM_DPICHANGED +#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers +#endif + IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). @@ -644,8 +752,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA bd->MouseTrackedArea = area; } POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; - if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. - return 0; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); io.AddMouseSourceEvent(mouse_source); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); return 0; @@ -779,10 +890,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA else { wchar_t wch = 0; - ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1); io.AddInputCharacter(wch); } return 0; + case WM_IME_COMPOSITION: + { + // Handling WM_IME_COMPOSITION ensure that WM_IME_CHAR value is correct even for MBCS apps. + // (see #9099, #3653 and https://stackoverflow.com/questions/77450354 topics) + LRESULT result = ::DefWindowProcW(hwnd, msg, wParam, lParam); + return (lParam & GCS_RESULTSTR) ? 1 : result; + } + case WM_IME_CHAR: + if (::IsWindowUnicode(hwnd) == FALSE) + { + if (::IsDBCSLeadByte(HIBYTE(wParam))) + wParam = (WPARAM)MAKEWORD(HIBYTE(wParam), LOBYTE(wParam)); + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1); + io.AddInputCharacterUTF16(wch); + return 1; + } + return 0; case WM_SETCURSOR: // This is required to restore cursor when transitioning from e.g resize borders to client area. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) @@ -794,6 +923,20 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA bd->WantUpdateHasGamepad = true; #endif return 0; + case WM_DISPLAYCHANGE: + bd->WantUpdateMonitors = true; + return 0; + case WM_SETTINGCHANGE: + if (wParam == SPI_SETWORKAREA) + bd->WantUpdateMonitors = true; + return 0; + case WM_DPICHANGED: + { + const RECT* suggested_rect = (RECT*)lParam; + if (io.ConfigDpiScaleViewports) + ::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); + return 0; + } } return 0; } @@ -858,6 +1001,10 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR // Helper function to enable DPI awareness without setting up a manifest void ImGui_ImplWin32_EnableDpiAwareness() { + // Make sure monitors will be updated with latest correct scaling + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; + if (_IsWindows10OrGreater()) { static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process @@ -957,6 +1104,385 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) } } +//--------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData +{ + HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw + HWND HwndParent; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static HWND ImGui_ImplWin32_GetHwndFromViewport(ImGuiViewport* viewport) +{ + if (viewport != nullptr) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport); + + // Create window + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + vd->Hwnd = ::CreateWindowExW( + vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; + + // Secondary viewports store their imgui context + ::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) + { + if (::GetCapture() == vd->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(bd->hWnd); + } + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // ShowParent() also brings parent to front, which is not always desirable, + // so we temporarily disable parenting. (#7354) + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(vd->Hwnd, SW_SHOWNA); + else + ::ShowWindow(vd->Hwnd, SW_SHOW); + + // Restore + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) + { + // (Optional) Update TopMost state if it changed _after_ creation + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; + UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; + + // Apply flags and position (since it is affected by flags) + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + POINT pos = { 0, 0 }; + ::ClientToScreen(vd->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE); + vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect; + ::GetClientRect(vd->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + + // Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick + // which is to pass it directly to the DefWindowProcW() handler. + // See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project + //::SetWindowTextW(vd->Hwnd, title_w.Data); + ::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; +#endif +} + +namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); } + +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Allow secondary viewport WndProc to be called regardless of current context + ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT"); + if (ctx == NULL) + return ::DefWindowProcW(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0. + + ImGuiIO& io = ImGui::GetIO(ctx); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx); + LRESULT result = 0; + if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io)) + result = 1; + else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd)) + { + switch (msg) + { + case WM_CLOSE: + viewport->PlatformRequestClose = true; + return 0; // 0 = Operating system will ignore the message and not destroy the window. We close ourselves. + case WM_MOVE: + viewport->PlatformRequestMove = true; + break; + case WM_SIZE: + viewport->PlatformRequestResize = true; + break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + result = MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + result = HTTRANSPARENT; + break; + } + } + if (result == 0) + result = ::DefWindowProcW(hWnd, msg, wParam, lParam); + return result; +} + +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc) +{ + WNDCLASSEXW wcex; + wcex.cbSize = sizeof(WNDCLASSEXW); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = nullptr; + wcex.lpszClassName = L"ImGui Platform"; + wcex.hIconSm = nullptr; + ::RegisterClassExW(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; +} + +static void ImGui_ImplWin32_ShutdownMultiViewportSupport() +{ + ::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); +} + //--------------------------------------------------------------------------------------------------------- #if defined(__GNUC__) diff --git a/extern/ImGui/imgui_impl_win32.h b/extern/ImGui/imgui_impl_win32.h index 5ae399e..3479da4 100644 --- a/extern/ImGui/imgui_impl_win32.h +++ b/extern/ImGui/imgui_impl_win32.h @@ -7,6 +7,7 @@ // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/extern/ImGui/imgui_internal.h b/extern/ImGui/imgui_internal.h index 8bd05c3..f6a1446 100644 --- a/extern/ImGui/imgui_internal.h +++ b/extern/ImGui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.92.3 WIP +// dear imgui, v1.92.6 WIP // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -152,6 +152,10 @@ struct ImGuiContext; // Main Dear ImGui context struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function. +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box @@ -184,12 +188,14 @@ struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode(). struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) struct ImGuiWindow; // Storage for one window +struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) // Enumerations // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical // Flags @@ -209,6 +215,7 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() +typedef int ImGuiWindowBgClickFlags; // -> enum ImGuiWindowBgClickFlags_ // Flags: for overriding behavior of clicking on window background/void. typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy() // Table column indexing @@ -228,6 +235,9 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer // [SECTION] Macros //----------------------------------------------------------------------------- +// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* + // Debug Printing Into TTY // (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) #ifndef IMGUI_DEBUG_PRINTF @@ -249,6 +259,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context. #define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") @@ -277,10 +289,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // -#define IM_STRINGIFY_HELPER(_X) #_X -#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -#define IM_FLOOR IM_TRUNC +#define IM_FLOOR IM_TRUNC // [OBSOLETE] Renamed in 1.90.0 (Sept 2023) #endif // Hint for branch prediction @@ -336,7 +346,6 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IM_PRIu64 "llu" #define IM_PRIX64 "llX" #endif -#define IM_TEXTUREID_TO_U64(_TEXID) ((ImU64)(intptr_t)(_TEXID)) //----------------------------------------------------------------------------- // [SECTION] Generic helpers @@ -427,7 +436,8 @@ IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, co IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 -IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p); // return previous UTF-8 code-point. +IMGUI_API const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p); // return previous UTF-8 code-point if 'in_p' is not the end of a valid one. IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line. // Helpers: High-level text functions (DO NOT USE!!! THIS IS A MINIMAL SUBSET OF LARGER UPCOMING CHANGES) @@ -712,10 +722,10 @@ struct ImSpanAllocator }; // Helper: ImStableVector<> -// Allocating chunks of BLOCK_SIZE items. Objects pointers are never invalidated when growing, only by clear(). +// Allocating chunks of BLOCKSIZE items. Objects pointers are never invalidated when growing, only by clear(). // Important: does not destruct anything! // Implemented only the minimum set of functions we need for it. -template +template struct ImStableVector { int Size = 0; @@ -729,19 +739,19 @@ struct ImStableVector inline void resize(int new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } inline void reserve(int new_cap) { - new_cap = IM_MEMALIGN(new_cap, BLOCK_SIZE); - int old_count = Capacity / BLOCK_SIZE; - int new_count = new_cap / BLOCK_SIZE; + new_cap = IM_MEMALIGN(new_cap, BLOCKSIZE); + int old_count = Capacity / BLOCKSIZE; + int new_count = new_cap / BLOCKSIZE; if (new_count <= old_count) return; Blocks.resize(new_count); for (int n = old_count; n < new_count; n++) - Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCK_SIZE); + Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCKSIZE); Capacity = new_cap; } - inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } - inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } - inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCK_SIZE); void* ptr = &Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; } + inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCKSIZE); void* ptr = &Blocks[i / BLOCKSIZE][i % BLOCKSIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; } }; // Helper: ImPool<> @@ -1008,7 +1018,7 @@ enum ImGuiItemStatusFlags_ enum ImGuiHoveredFlagsPrivate_ { ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, - ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, }; @@ -1173,6 +1183,7 @@ struct IMGUI_API ImGuiGroupData ImVec2 BackupCurrLineSize; float BackupCurrLineTextBaseOffset; ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdHasBeenEditedThisFrame; bool BackupDeactivatedIdIsAlive; bool BackupHoveredIdIsAlive; bool BackupIsSameLine; @@ -1282,6 +1293,12 @@ enum ImGuiWindowRefreshFlags_ // Refresh policy/frequency, Load Balancing etc. }; +enum ImGuiWindowBgClickFlags_ +{ + ImGuiWindowBgClickFlags_None = 0, + ImGuiWindowBgClickFlags_Move = 1 << 0, // Click on bg/void + drag to move window. Cleared by default when using io.ConfigWindowsMoveFromTitleBarOnly. +}; + enum ImGuiNextWindowDataFlags_ { ImGuiNextWindowDataFlags_None = 0, @@ -1296,6 +1313,9 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8, ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9, ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10, + ImGuiNextWindowDataFlags_HasViewport = 1 << 11, + ImGuiNextWindowDataFlags_HasDock = 1 << 12, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13, }; // Storage for SetNexWindow** functions @@ -1307,6 +1327,7 @@ struct ImGuiNextWindowData ImGuiCond PosCond; ImGuiCond SizeCond; ImGuiCond CollapsedCond; + ImGuiCond DockCond; ImVec2 PosVal; ImVec2 PosPivotVal; ImVec2 SizeVal; @@ -1314,11 +1335,15 @@ struct ImGuiNextWindowData ImVec2 ScrollVal; ImGuiWindowFlags WindowFlags; // Only honored by BeginTable() ImGuiChildFlags ChildFlags; + bool PosUndock; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; void* SizeCallbackUserData; float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) ImGuiWindowRefreshFlags RefreshFlagsVal; @@ -1501,6 +1526,7 @@ enum ImGuiInputEventType ImGuiInputEventType_MousePos, ImGuiInputEventType_MouseWheel, ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, ImGuiInputEventType_Key, ImGuiInputEventType_Text, ImGuiInputEventType_Focus, @@ -1521,6 +1547,7 @@ enum ImGuiInputSource : int struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; struct ImGuiInputEventText { unsigned int Char; }; struct ImGuiInputEventAppFocused { bool Focused; }; @@ -1535,6 +1562,7 @@ struct ImGuiInputEvent ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus @@ -1556,12 +1584,12 @@ struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. - ImU8 RoutingCurrScore; // [DEBUG] For debug display - ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImU16 RoutingCurrScore; // [DEBUG] For debug display + ImU16 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; ImGuiID RoutingNext; - ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 0; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } }; // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. @@ -1715,7 +1743,7 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) - ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword as ImGuiScrollFlags ImGuiNavMoveFlags_Forwarded = 1 << 7, ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) @@ -1930,8 +1958,156 @@ struct IMGUI_API ImGuiMultiSelectState // [SECTION] Docking support //----------------------------------------------------------------------------- +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + #ifdef IMGUI_HAS_DOCK -// + +// Extend ImGuiDockNodeFlags_ +enum ImGuiDockNodeFlagsPrivate_ +{ + // [Internal] + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button + ImGuiDockNodeFlags_NoResizeX = 1 << 16, // // + ImGuiDockNodeFlags_NoResizeY = 1 << 17, // // + ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused. + + // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved) + // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand. + // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther, + + // Masks + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + + // When splitting, those local flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton, +}; + +// Store the source authority (dock node vs window) of a field +enum ImGuiDataAuthority_ +{ + ImGuiDataAuthority_Auto, + ImGuiDataAuthority_DockNode, + ImGuiDataAuthority_Window, +}; + +enum ImGuiDockNodeState +{ + ImGuiDockNodeState_Unknown, + ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, + ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, + ImGuiDockNodeState_HostWindowVisible, +}; + +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode +{ + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; + + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; + + ImGuiDockNode(ImGuiID id); + ~ImGuiDockNode(); + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } +}; + +// List of colors that are stored at the time of Begin() into Docked Windows. +// We currently store the packed colors in a simple array window->DockStyle.Colors[]. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabFocused, + ImGuiWindowDockStyleCol_TabSelected, + ImGuiWindowDockStyleCol_TabSelectedOverline, + ImGuiWindowDockStyleCol_TabDimmed, + ImGuiWindowDockStyleCol_TabDimmedSelected, + ImGuiWindowDockStyleCol_TabDimmedSelectedOverline, + ImGuiWindowDockStyleCol_UnsavedMarker, + ImGuiWindowDockStyleCol_COUNT +}; + +// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to. +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; +}; + +struct ImGuiDockContext +{ + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; + ImVector NodesSettings; + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } +}; + #endif // #ifdef IMGUI_HAS_DOCK //----------------------------------------------------------------------------- @@ -1942,10 +2118,24 @@ struct IMGUI_API ImGuiMultiSelectState // Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport { + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback) + ImGuiID LastNameHash; + ImVec2 LastPos; + ImVec2 LastSize; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused. + short PlatformMonitor; int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; // Per-viewport work area // - Insets are >= 0.0f values, distance from viewport corners to work area. @@ -1956,8 +2146,9 @@ struct ImGuiViewportP : public ImGuiViewport ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset ImVec2 BuildWorkInsetMax; // " - ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; } - ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } @@ -1980,14 +2171,19 @@ struct ImGuiViewportP : public ImGuiViewport struct ImGuiWindowSettings { ImGuiID ID; - ImVec2ih Pos; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. bool Collapsed; bool IsChild; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) bool WantDelete; // Set to invalidate/delete the settings entry - ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } char* GetName() { return (char*)(this + 1); } }; @@ -2023,6 +2219,9 @@ enum ImGuiLocKey : int ImGuiLocKey_WindowingUntitled, ImGuiLocKey_OpenLink_s, ImGuiLocKey_CopyLink, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, ImGuiLocKey_COUNT }; @@ -2067,12 +2266,13 @@ enum ImGuiDebugLogFlags_ ImGuiDebugLogFlags_EventIO = 1 << 7, ImGuiDebugLogFlags_EventFont = 1 << 8, ImGuiDebugLogFlags_EventInputRouting = 1 << 9, - ImGuiDebugLogFlags_EventDocking = 1 << 10, // Unused in this branch - ImGuiDebugLogFlags_EventViewport = 1 << 11, // Unused in this branch + ImGuiDebugLogFlags_EventDocking = 1 << 10, + ImGuiDebugLogFlags_EventViewport = 1 << 11, ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY - ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine + ImGuiDebugLogFlags_OutputToDebugger = 1 << 21, // Also send output to Debugger Console [Windows only] + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 22, // Also send output to Dear ImGui Test Engine }; struct ImGuiDebugAllocEntry @@ -2103,6 +2303,7 @@ struct ImGuiMetricsConfig bool ShowDrawCmdBoundingBoxes = true; bool ShowTextEncodingViewer = false; bool ShowTextureUsedRect = false; + bool ShowDockingNodes = false; int ShowWindowsRectsType = -1; int ShowTablesRectsType = -1; int HighlightMonitorIdx = -1; @@ -2113,28 +2314,36 @@ struct ImGuiMetricsConfig struct ImGuiStackLevelInfo { ImGuiID ID; - ImS8 QueryFrameCount; // >= 1: Query in progress - bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImS8 QueryFrameCount; // >= 1: Sub-query in progress + bool QuerySuccess; // Sub-query obtained result from DebugHookIdInfo() ImS8 DataType; // ImGuiDataType - int DescOffset; // -1 or offset into parent's ResultPathsBuf + int DescOffset; // -1 or offset into parent's ResultsPathsBuf + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); DataType = -1; DescOffset = -1; } +}; + +struct ImGuiDebugItemPathQuery +{ + ImGuiID MainID; // ID to query details for. + bool Active; // Used to disambiguate the case when ID == 0 and e.g. some code calls PushOverrideID(0). + bool Complete; // All sub-queries are finished (some may have failed). + ImS8 Step; // -1: query stack + init Results, >= 0: filling individual stack level. + ImVector Results; + ImGuiTextBuffer ResultsDescBuf; + ImGuiTextBuffer ResultPathBuf; - ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); DescOffset = -1; } + ImGuiDebugItemPathQuery() { memset(this, 0, sizeof(*this)); } }; // State for ID Stack tool queries struct ImGuiIDStackTool { - int LastActiveFrame; - int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level - ImGuiID QueryId; // ID to query details for - ImVector Results; bool OptHexEncodeNonAsciiChars; bool OptCopyToClipboardOnCtrlC; + int LastActiveFrame; float CopyToClipboardLastTime; - ImGuiTextBuffer ResultPathsBuf; - ImGuiTextBuffer ResultTempBuf; - ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); OptHexEncodeNonAsciiChars = true; CopyToClipboardLastTime = -FLT_MAX; } + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); LastActiveFrame = -1; OptHexEncodeNonAsciiChars = true; CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -2162,9 +2371,20 @@ struct ImGuiContextHook struct ImGuiContext { bool Initialized; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + double Time; + char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; ImVector FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas) ImFont* Font; // Currently bound font. (== FontStack.back().Font) ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize)) @@ -2174,17 +2394,8 @@ struct ImGuiContext float FontRasterizerDensity; // Current font density. Used by all calls to GetFontBaked(). float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale ImDrawListSharedData DrawListSharedData; - double Time; - int FrameCount; - int FrameCountEnded; - int FrameCountRendered; ImGuiID WithinEndChildID; // Set within EndChild() - bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() - bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed - bool GcCompactAll; // Request full GC - bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() void* TestEngine; // Test engine user data - char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups) // Inputs ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. @@ -2205,7 +2416,7 @@ struct ImGuiContext ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors. - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL @@ -2216,7 +2427,7 @@ struct ImGuiContext // Item/widgets state and tracking information ImGuiID DebugDrawIdConflictsId; // Set when we detect multiple items with the same identifier - ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID DebugHookIdInfoId; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id @@ -2235,11 +2446,11 @@ struct ImGuiContext bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; bool ActiveIdFromShortcut; + ImS8 ActiveIdMouseButton; ImGuiID ActiveIdDisabledId; // When clicking a disabled item we set ActiveId=window->MoveId to avoid interference with widget code. Actual item ID is stored here. - int ActiveIdMouseButton : 8; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) - ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad + ImGuiWindow* ActiveIdWindow; ImGuiID ActiveIdPreviousFrame; ImGuiDeactivatedItemData DeactivatedItemData; ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX. @@ -2269,6 +2480,7 @@ struct ImGuiContext ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions bool DebugShowGroupRects; + bool GcCompactAll; // Request full GC // Shared stacks ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) @@ -2283,7 +2495,16 @@ struct ImGuiContext ImVectorTreeNodeStack; // Stack for TreeNode() // Viewports - ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors + int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging) + int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter // Keyboard/Gamepad Navigation bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move. @@ -2305,7 +2526,7 @@ struct ImGuiContext float NavHighlightActivatedTimer; ImGuiID NavNextActivateId; // Set by ActivateItemByID(), queued until next frame. ImGuiActivateFlags NavNextActivateFlags; - ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. ImS8 NavCursorHideFrames; //ImGuiID NavActivateInputId; // Removed in 1.89.4 (July 2023). This is now part of g.NavActivateId and sets g.NavActivateFlags |= ImGuiActivateFlags_PreferInput. See commit c9a53aa74, issue #5606. @@ -2342,13 +2563,13 @@ struct ImGuiContext bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags. bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData. - // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) - bool ConfigNavWindowingWithGamepad; // = true. Enable CTRL+TAB by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer. + // Navigation: Windowing (Ctrl+Tab for list, or Menu button + keys or directional pads to move/resize) + bool ConfigNavWindowingWithGamepad; // = true. Enable Ctrl+Tab by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer. ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) - ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTarget; // Target window when doing Ctrl+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. - ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the Ctrl+Tab contents float NavWindowingTimer; float NavWindowingHighlightAlpha; ImGuiInputSource NavWindowingInputSource; @@ -2358,7 +2579,7 @@ struct ImGuiContext ImVec2 NavWindowingAccumDeltaSize; // Render - float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and Ctrl+Tab list) // Drag and Drop bool DragDropActive; @@ -2371,7 +2592,9 @@ struct ImGuiContext ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing ImGuiID DragDropTargetId; - ImGuiDragDropFlags DragDropAcceptFlags; + ImGuiID DragDropTargetFullViewport; + ImGuiDragDropFlags DragDropAcceptFlagsCurr; + ImGuiDragDropFlags DragDropAcceptFlagsPrev; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) @@ -2425,7 +2648,7 @@ struct ImGuiContext ImGuiInputTextDeactivatedState InputTextDeactivatedState; ImFontBaked InputTextPasswordFontBackupBaked; ImFontFlags InputTextPasswordFontBackupFlags; - ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc. ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types int BeginMenuDepth; int BeginComboDepth; @@ -2462,6 +2685,8 @@ struct ImGuiContext // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? ImVector UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[]. + ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); // Settings bool SettingsLoaded; @@ -2478,14 +2703,14 @@ struct ImGuiContext // Capture/Logging bool LogEnabled; // Currently capturing + bool LogLineFirstItem; ImGuiLogFlags LogFlags; // Capture flags/type ImGuiWindow* LogWindow; ImFileHandle LogFile; // If != NULL log to stdout/ file ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. - const char* LogNextPrefix; + const char* LogNextPrefix; // See comment in LogSetNextTextDecoration(): doesn't copy underlying data, use carefully! const char* LogNextSuffix; float LogLinePosY; - bool LogLineFirstItem; int LogDepthRef; int LogDepthToExpand; int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. @@ -2501,7 +2726,7 @@ struct ImGuiContext // Debug Tools // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) - int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL) + int DebugDrawIdConflictsCount; // Locked count (preserved when holding Ctrl) ImGuiDebugLogFlags DebugLogFlags; ImGuiTextBuffer DebugLogBuf; ImGuiTextIndex DebugLogIndex; @@ -2518,8 +2743,10 @@ struct ImGuiContext float DebugFlashStyleColorTime; ImVec4 DebugFlashStyleColorBackup; ImGuiMetricsConfig DebugMetricsConfig; + ImGuiDebugItemPathQuery DebugItemPathQuery; ImGuiIDStackTool DebugIDStackTool; ImGuiDebugAllocInfo DebugAllocInfo; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. #if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) ImGuiStorage DebugDrawIdConflictsAliveCount; ImGuiStorage DebugDrawIdConflictsHighlightSet; @@ -2537,12 +2764,15 @@ struct ImGuiContext char TempKeychordName[64]; ImGuiContext(ImFontAtlas* shared_font_atlas); + ~ImGuiContext(); }; //----------------------------------------------------------------------------- // [SECTION] ImGuiWindowTempData, ImGuiWindow //----------------------------------------------------------------------------- +#define IMGUI_WINDOW_HARD_MIN_SIZE 4.0f + // Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. // (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) // (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) @@ -2587,8 +2817,12 @@ struct IMGUI_API ImGuiWindowTempData ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() ImU32 ModalDimBgColor; + + // Status flags ImGuiItemStatusFlags WindowItemStatusFlags; ImGuiItemStatusFlags ChildItemStatusFlags; + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. @@ -2604,9 +2838,13 @@ struct IMGUI_API ImGuiWindow ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) - ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed @@ -2622,6 +2860,7 @@ struct IMGUI_API ImGuiWindow float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImVec2 Scroll; @@ -2633,6 +2872,7 @@ struct IMGUI_API ImGuiWindow bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized? ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops + bool ViewportOwned; bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window @@ -2652,16 +2892,18 @@ struct IMGUI_API ImGuiWindow short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImGuiDir AutoPosLastDirection; ImS8 AutoFitFramesX, AutoFitFramesY; bool AutoFitOnlyGrows; - ImGuiDir AutoPosLastDirection; ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiWindowBgClickFlags BgClickFlags : 8; // Configure behavior of click+dragging on window bg/void or over items. Default sets by io.ConfigWindowsMoveFromTitleBarOnly. If you use this please report in #3379. ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. @@ -2681,6 +2923,7 @@ struct IMGUI_API ImGuiWindow ImVec2ih HitTestHoleOffset; int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) float ItemWidthDefault; ImGuiStorage StateStorage; @@ -2696,9 +2939,10 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* ParentWindowInBeginStack; ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. - ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document) ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) @@ -2710,6 +2954,17 @@ struct IMGUI_API ImGuiWindow int MemoryDrawListVtxCapacity; bool MemoryCompacted; // Set when window extraneous data have been garbage collected + // Docking + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); @@ -2725,8 +2980,8 @@ struct IMGUI_API ImGuiWindow ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } - // [Obsolete] ImGuiWindow::CalcFontSize() was removed in 1.92.x because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window. - //float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontWindowScaleParents; + // [OBSOLETE] ImGuiWindow::CalcFontSize() was removed in 1.92.0 because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window. + //float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontDpiScale * FontWindowScaleParents; }; //----------------------------------------------------------------------------- @@ -2748,14 +3003,15 @@ enum ImGuiTabItemFlagsPrivate_ ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading - //ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. + ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. }; -// Storage for one active tab item (sizeof() 40 bytes) +// Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance float Offset; // Position relative to beginning of tab @@ -2779,7 +3035,7 @@ struct IMGUI_API ImGuiTabBar ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation - ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; @@ -3019,7 +3275,7 @@ struct IMGUI_API ImGuiTable bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). bool DisableDefaultContextMenu; // Disable default context menu. You may submit your own using TableBeginContextMenuPopup()/EndPopup() bool IsSettingsRequestLoad; - bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSettings data. bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) bool IsResetAllRequest; bool IsResetDisplayOrderRequest; @@ -3043,6 +3299,7 @@ struct IMGUI_API ImGuiTable // sizeof() ~ 136 bytes. struct IMGUI_API ImGuiTableTempData { + ImGuiID WindowID; // Shortcut to g.Tables[TableIndex]->OuterWindow->ID. int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used float AngledHeadersExtraWidth; // Used in EndTable() @@ -3122,7 +3379,8 @@ namespace ImGui IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window); IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); - IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowInBeginStack(ImGuiWindow* window); IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); @@ -3131,7 +3389,7 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); - inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field. inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } @@ -3163,32 +3421,37 @@ namespace ImGui IMGUI_API ImFont* GetDefaultFont(); IMGUI_API void PushPasswordFont(); IMGUI_API void PopPasswordFont(); - inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. - IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); // Init IMGUI_API void Initialize(); IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + // Context name & generic context hooks + IMGUI_API void SetContextName(ImGuiContext* ctx, const char* name); + IMGUI_API ImGuiID AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType type); + // NewFrame IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos); IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); IMGUI_API void StopMouseMovingWindow(); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); - // Generic context hooks - IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); - IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); - IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); - // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size); IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); // Settings IMGUI_API void MarkIniSettingsDirty(); @@ -3378,7 +3641,7 @@ namespace ImGui // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); - IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requires explicit ImGuiInputFlags_Repeat. IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0); IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); @@ -3405,6 +3668,61 @@ namespace ImGui IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); + // [EXPERIMENTAL] Focus Scope // This is generally used to identify a unique input location (for e.g. a selection set) // There is one per window (automatically set in Begin), but: @@ -3420,9 +3738,11 @@ namespace ImGui // Drag and Drop IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API bool BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb = NULL); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb); + IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb); // Typing-Select API // (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature) @@ -3521,9 +3841,11 @@ namespace ImGui IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); @@ -3548,6 +3870,7 @@ namespace ImGui IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorComponentMarker(int component_idx, const ImRect& bb, float rounding); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags = ImGuiNavRenderCursorFlags_None); // Navigation highlight #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -3561,8 +3884,10 @@ namespace ImGui IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); - IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); // Widgets: Text IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); @@ -3580,7 +3905,7 @@ namespace ImGui // Widgets: Window Decorations IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); - IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); @@ -3627,7 +3952,7 @@ namespace ImGui IMGUI_API void InputTextDeactivateHook(ImGuiID id); IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); - inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return g.ActiveId == id && g.TempInputId == id; } inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active IMGUI_API void SetNextItemRefVal(ImGuiDataType data_type, void* p_data); inline bool IsItemActiveAsInputText() { ImGuiContext& g = *GImGui; return g.ActiveId != 0 && g.ActiveId == g.LastItemData.ID && g.InputTextState.ID == g.LastItemData.ID; } // This may be useful to apply workaround that a based on distinguish whenever an item is active as a text input field. @@ -3673,8 +3998,10 @@ namespace ImGui IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API ImU64 DebugTextureIDToU64(ImTextureID tex_id); IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); @@ -3693,6 +4020,7 @@ namespace ImGui IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx); IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); @@ -3840,6 +4168,7 @@ IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader); +IMGUI_API void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font); IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char); IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects @@ -3917,7 +4246,7 @@ extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) #define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) ((void)0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) #endif diff --git a/extern/ImGui/imgui_tables.cpp b/extern/ImGui/imgui_tables.cpp index 5b4e3e0..4aa8683 100644 --- a/extern/ImGui/imgui_tables.cpp +++ b/extern/ImGui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.92.3 WIP +// dear imgui, v1.92.6 WIP // (tables and columns code) /* @@ -24,9 +24,9 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. -// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. //----------------------------------------------------------------------------- // [SECTION] Commentary @@ -335,7 +335,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[]. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const ImVec2 avail_size = GetContentRegionAvail(); - const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f)); + const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, IMGUI_WINDOW_HARD_MIN_SIZE), use_child_window ? ImMax(avail_size.y, IMGUI_WINDOW_HARD_MIN_SIZE) : 0.0f)); const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) @@ -451,7 +451,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; table->HasScrollbarYPrev = table->HasScrollbarYCurr = false; - table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking accross a table + table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking across a table } // Push a standardized ID for both child-using and not-child-using tables @@ -464,6 +464,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; + temp_data->WindowID = inner_window->ID; temp_data->HostBackupWorkRect = inner_window->WorkRect; temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; @@ -946,7 +947,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very // large height (= first frame scrollbar display very off + clipper would skip lots of items). // This is merely making the side-effect less extreme, but doesn't properly fixes it. - // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: Move this to ->WidthGiven to avoid temporary lossyness? // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? @@ -1190,7 +1191,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. - // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + // Else if give no chance to a clipper-savvy user to submit rows and therefore total contents height used by scrollbar. if (has_at_least_one_column_requesting_output == false) { table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; @@ -1366,7 +1367,7 @@ void ImGui::EndTable() ImGuiWindow* inner_window = table->InnerWindow; ImGuiWindow* outer_window = table->OuterWindow; ImGuiTableTempData* temp_data = table->TempData; - IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(inner_window == g.CurrentWindow && inner_window->ID == temp_data->WindowID); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); if (table->IsInsideRow) @@ -1382,7 +1383,7 @@ void ImGui::EndTable() inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; - const float inner_content_max_y = table->RowPosY2; + const float inner_content_max_y = ImCeil(table->RowPosY2); // Rounding final position is important as we currently don't round row height ('Demo->Tables->Outer Size' demo uses non-integer heights) IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); if (inner_window != outer_window) inner_window->DC.CursorMaxPos.y = inner_content_max_y; @@ -1559,7 +1560,7 @@ void ImGui::EndTable() IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); IM_ASSERT(g.TablesTempDataStacked > 0); temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; - g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + g.CurrentTable = temp_data && (temp_data->WindowID == outer_window->ID) ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; if (g.CurrentTable) { g.CurrentTable->TempData = temp_data; @@ -2457,6 +2458,11 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // - TableDrawBorders() [Internal] //------------------------------------------------------------------------- + +// FIXME: This could be abstracted and merged with PushColumnsBackground(), by creating a generic struct +// with storage for backup cliprect + backup channel + storage for splitter pointer, new clip rect. +// This would slightly simplify caller code. + // Bg2 is used by Selectable (and possibly other widgets) to render to the background. // Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. void ImGui::TablePushBackgroundChannel() @@ -2525,7 +2531,7 @@ void ImGui::TablePopColumnChannel() // - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) // - Clip --> 2+D+N channels // - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) -// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColumns --> 3+D+N*2 (unless scrolling value is zero) // Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. void ImGui::TableSetupDrawChannels(ImGuiTable* table) { @@ -2818,8 +2824,13 @@ void ImGui::TableDrawBorders(ImGuiTable* table) continue; // Draw in outer window so right-most column won't be clipped - // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. - float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; + float draw_y2 = draw_y2_head; + if (is_frozen_separator) + draw_y2 = draw_y2_body; + else if ((table->Flags & ImGuiTableFlags_NoBordersInBodyUntilResize) != 0 && (is_hovered || is_resized)) + draw_y2 = draw_y2_body; + else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0) + draw_y2 = draw_y2_body; if (draw_y2 > draw_y1) inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); } @@ -3415,7 +3426,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label // Left<>Right alignment float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f; - float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x; + float line_off_for_align_x = ImFloor(ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x); line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x; // Register header width @@ -4022,9 +4033,9 @@ void ImGui::DebugNodeTable(ImGuiTable* table) bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PopStyleColor(); } if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); if (IsItemVisible() && table->HoveredColumnBody != -1) - GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); if (!open) return; if (table->InstanceCurrent > 0) @@ -4078,7 +4089,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table) if (IsItemHovered()) { ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); - GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); } } if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) diff --git a/extern/ImGui/imgui_widgets.cpp b/extern/ImGui/imgui_widgets.cpp index 50a2c89..e26ba28 100644 --- a/extern/ImGui/imgui_widgets.cpp +++ b/extern/ImGui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.92.3 WIP +// dear imgui, v1.92.6 WIP // (widgets code) /* @@ -559,7 +559,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; if (flatten_hovered_children) g.HoveredWindow = window; @@ -574,8 +574,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Special mode for Drag and Drop used by openables (tree nodes, tabs etc.) // where holding the button pressed for a long time while drag a payload item triggers the button. - if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) - if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.DragDropActive) + { + if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { hovered = true; SetHoveredID(id); @@ -586,6 +587,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool FocusWindow(window); } } + if (g.DragDropAcceptIdPrev == id && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptDrawAsHovered)) + hovered = true; + } if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; @@ -619,7 +623,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); - g.ActiveIdMouseButton = mouse_button_clicked; + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) { SetFocusID(id, window); @@ -637,7 +641,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ClearActiveID(); else SetActiveID(id, window); // Hold on ID - g.ActiveIdMouseButton = mouse_button_clicked; + g.ActiveIdMouseButton = (ImS8)mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) { SetFocusID(id, window); @@ -675,32 +679,35 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Keyboard/Gamepad navigation handling // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) - if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) - hovered = true; - if (g.NavActivateDownId == id) + if ((item_flags & ImGuiItemFlags_Disabled) == 0) { - bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = (g.NavActivatePressedId == id); - if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) { - // Avoid pressing multiple keys from triggering excessive amount of repeat events - const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); - const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); - const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); - const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); - nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - } - if (nav_activated_by_code || nav_activated_by_inputs) - { - // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - pressed = true; - SetActiveID(id, window); - g.ActiveIdSource = g.NavInputSource; - if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) - SetFocusID(id, window); - if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) - g.ActiveIdFromShortcut = true; + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) + SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; + } } } @@ -754,7 +761,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } // Activation highlight (this may be a remote activation) - if (g.NavHighlightActivatedId == id) + if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0) hovered = true; if (out_hovered) *out_hovered = hovered; @@ -919,7 +926,8 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) return pressed; } -bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +// The Collapse button also functions as a Dock Menu button. +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -932,16 +940,21 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) return pressed; // Render + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); if (hovered || held) window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col); RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact); - RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + if (dock_node) + RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col); + else + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) - StartMouseMovingWindow(window); + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button return pressed; } @@ -1030,6 +1043,8 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + if (scrollbar_size_v < 1.0f) + return false; // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. @@ -1431,7 +1446,10 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over // Render RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); - RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding); + float fill_x0 = ImLerp(bb.Min.x, bb.Max.x, fill_n0); + float fill_x1 = ImLerp(bb.Min.x, bb.Max.x, fill_n1); + if (fill_x0 < fill_x1) + RenderRectFilledInRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_x0, fill_x1, style.FrameRounding); // Default displaying the fraction as percentage string, but user can override it // Don't display text for indeterminate bars by default @@ -1447,7 +1465,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over ImVec2 overlay_size = CalcTextSize(overlay, NULL); if (overlay_size.x > 0.0f) { - float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x; + float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : fill_x1 + style.ItemSpacing.x; RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); } } @@ -1708,7 +1726,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end const float separator_thickness = style.SeparatorTextBorderSize; const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); - const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f)); ItemSize(min_size, text_baseline_y); if (!ItemAdd(bb, id)) return; @@ -1825,7 +1843,7 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; if (int d = (int)(b->Width - a->Width)) return d; - return (b->Index - a->Index); + return b->Index - a->Index; } // Shrink excess width from a set of item, by removing width from the larger items first. @@ -2694,7 +2712,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL+click on Drag turns it into an InputText + // Tabbing or Ctrl+Click on Drag turns it into an InputText const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); const bool make_active = (clicked || double_clicked || g.NavActivateId == id); @@ -2728,7 +2746,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (temp_input_is_active) { - // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) bool clamp_enabled = false; if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL)) { @@ -2744,7 +2762,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavCursor(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding); + if ((flags & ImGuiSliderFlags_ColorMarkers) && style.ColorMarkerSize > 0.0f) + RenderColorComponentMarker(flags >> ImGuiSliderFlags_ColorMarkersIndexShift_, frame_bb, style.FrameRounding); + RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding); // Drag behavior const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); @@ -2782,7 +2803,12 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + + ImGuiSliderFlags flags_for_component = flags; + if ((flags & ImGuiSliderFlags_ColorMarkers) && (flags & (0x03 << ImGuiSliderFlags_ColorMarkersIndexShift_)) == 0 && (i < 4)) + flags_for_component |= (i << ImGuiSliderFlags_ColorMarkersIndexShift_); + + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags_for_component); PopID(); PopItemWidth(); p_data = (void*)((char*)p_data + type_size); @@ -3298,7 +3324,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - // Tabbing or CTRL+click on Slider turns it into an input box + // Tabbing or Ctrl+Click on Slider turns it into an input box const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id); const bool make_active = (clicked || g.NavActivateId == id); if (make_active && clicked) @@ -3322,7 +3348,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (temp_input_is_active) { - // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) + // Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp) const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0; return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL); } @@ -3330,7 +3356,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavCursor(frame_bb, id); - RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, false, style.FrameRounding); + if ((flags & ImGuiSliderFlags_ColorMarkers) && style.ColorMarkerSize > 0.0f) + RenderColorComponentMarker(flags >> ImGuiSliderFlags_ColorMarkersIndexShift_, frame_bb, style.FrameRounding); + RenderFrameBorder(frame_bb.Min, frame_bb.Max, g.Style.FrameRounding); // Slider behavior ImRect grab_bb; @@ -3374,7 +3403,12 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + + ImGuiSliderFlags flags_for_component = flags; + if ((flags & ImGuiSliderFlags_ColorMarkers) && (flags & (0x03 << ImGuiSliderFlags_ColorMarkersIndexShift_ )) == 0 && (i < 4)) + flags_for_component |= (i << ImGuiSliderFlags_ColorMarkersIndexShift_); + + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags_for_component); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); @@ -3659,7 +3693,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) return (precision == INT_MAX) ? default_precision : precision; } -// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. // FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but // the expected relationship between TempInputXXX functions and LastItemData is a little fishy. @@ -3685,7 +3719,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* } // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! -// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility. // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { @@ -3920,6 +3954,7 @@ namespace ImStb #include "imstb_textedit.h" } +// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() @@ -3941,6 +3976,7 @@ static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, c { ImGuiContext& g = *ctx; ImGuiInputTextState* obj = &g.InputTextState; + IM_ASSERT(text_end_display >= text_begin && text_end_display <= text_end); return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj->WrapWidth, text_begin, text_end_display, text_end, out_remaining, out_offset, flags); } @@ -4003,7 +4039,7 @@ static bool ImCharIsSeparatorW(unsigned int c) static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { - // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + // When ImGuiInputTextFlags_Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators. if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) return 0; @@ -4141,21 +4177,23 @@ static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) obj->TextLen -= n; } -static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) +static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len) { const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int text_len = obj->TextLen; IM_ASSERT(pos <= text_len); - if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity)) - return false; + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = obj->BufCapacity - 1 - obj->TextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return 0; // Grow internal buffer if needed IM_ASSERT(obj->TextSrc == obj->TextA.Data); - if (new_text_len + text_len + 1 > obj->TextA.Size) + if (text_len + new_text_len + 1 > obj->TextA.Size && is_resizable) { - if (!is_resizable) - return false; obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); obj->TextSrc = obj->TextA.Data; } @@ -4169,7 +4207,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ch obj->TextLen += new_text_len; obj->TextA[obj->TextLen] = '\0'; - return true; + return new_text_len; } // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) @@ -4204,7 +4242,8 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st state->cursor = state->select_start = state->select_end = 0; if (text_len <= 0) return; - if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + int text_len_inserted = ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len); + if (text_len_inserted > 0) { state->cursor = state->select_start = state->select_end = text_len; state->has_preferred_x = 0; @@ -4299,15 +4338,20 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons ImGuiContext& g = *Ctx; ImGuiInputTextState* obj = &g.InputTextState; IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID); + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_readonly = (Flags & ImGuiInputTextFlags_ReadOnly) != 0; + int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); + + // We support partial insertion (with a mod in stb_textedit.h) + const int avail = BufSize - 1 - BufTextLen; + if (!is_resizable && new_text_len > avail) + new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion. + if (new_text_len == 0) + return; // Grow internal buffer if needed - const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text); - if (new_text_len + BufTextLen + 1 > obj->TextA.Size && (Flags & ImGuiInputTextFlags_ReadOnly) == 0) + if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly) { - if (!is_resizable) - return; - IM_ASSERT(Buf == obj->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; obj->TextA.resize(new_buf_size + 1); @@ -4321,11 +4365,12 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); Buf[BufTextLen + new_text_len] = '\0'; + BufDirty = true; + BufTextLen += new_text_len; if (CursorPos >= pos) CursorPos += new_text_len; + CursorPos = ImClamp(CursorPos, 0, BufTextLen); SelectionStart = SelectionEnd = CursorPos; - BufDirty = true; - BufTextLen += new_text_len; } void ImGui::PushPasswordFont() @@ -4610,9 +4655,7 @@ static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextStat // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. -// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h -// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are -// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); @@ -4746,8 +4789,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->TextLen = new_len; memcpy(state->TextA.Data, buf, state->TextLen + 1); state->Stb->select_start = state->ReloadSelectionStart; - state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; - state->CursorClamp(); + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; // will be clamped to bounds below } else if ((init_state && g.ActiveId != id) || init_changed_specs) { @@ -4787,9 +4829,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Recycle existing cursor/selection/undo stack but clamp position // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. - if (recycle_state) - state->CursorClamp(); - else + if (!recycle_state) stb_textedit_initialize_state(state->Stb, !is_multiline); if (!is_multiline) @@ -4818,7 +4858,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Declare some inputs, the other are registered and polled via Shortcut() routing system. // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts. - const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; + const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End }; for (ImGuiKey key : always_owned_keys) SetKeyOwner(key, id); if (user_clicked) @@ -4846,6 +4886,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Read-only mode always ever read from source buffer. Refresh TextLen when active. if (is_readonly && state != NULL) state->TextLen = (int)ImStrlen(buf); + if (state != NULL) + state->CursorClamp(); //if (is_readonly && state != NULL) // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation. } @@ -4912,7 +4954,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if ((multiclick_count % 2) == 0) { // Double-click: Select word - // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant: // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n'; if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol) @@ -4981,7 +5023,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + // We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); if (io.InputQueueCharacters.Size > 0) { @@ -5014,7 +5056,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText) + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText) // Otherwise we could simply assume that we own the keys as we are active. const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); @@ -5026,7 +5068,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id); + const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id); const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id)); @@ -5061,11 +5104,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (is_enter_pressed || is_gamepad_validate) + else if (is_enter || is_ctrl_enter || is_gamepad_validate) { // Determine if we turn Enter into a \n character bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != io.KeyCtrl)) + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != is_ctrl_enter)) { validated = true; if (io.ConfigInputTextEnterKeepActive && !is_multiline) @@ -5075,7 +5118,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else if (!is_readonly) { - unsigned int c = '\n'; // Insert new line + // Insert new line + unsigned int c = '\n'; if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) state->OnCharPressed(c); } @@ -5137,12 +5181,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Filter pasted buffer const int clipboard_len = (int)ImStrlen(clipboard); + const char* clipboard_end = clipboard + clipboard_len; ImVector clipboard_filtered; clipboard_filtered.reserve(clipboard_len + 1); for (const char* s = clipboard; *s != 0; ) { unsigned int c; - int in_len = ImTextCharFromUtf8(&c, s, NULL); + int in_len = ImTextCharFromUtf8(&c, s, clipboard_end); s += in_len; if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) continue; @@ -5180,7 +5225,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text = ""; apply_new_text_length = 0; value_changed = true; - IMSTB_TEXTEDIT_CHARTYPE empty_string; + char empty_string = 0; stb_textedit_replace(state, state->Stb, &empty_string, 0); } else if (strcmp(state->TextA.Data, state->TextToRevertTo.Data) != 0) @@ -5189,7 +5234,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text_length = state->TextToRevertTo.Size - 1; // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - // Push records into the undo stack so we can CTRL+Z the revert operation itself + // Push records into the undo stack so we can Ctrl+Z the revert operation itself value_changed = true; stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1); } @@ -5258,10 +5303,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ callback_data.BufTextLen = state->TextLen; callback_data.BufSize = state->BufCapacity; callback_data.BufDirty = false; - - const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor; - const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start; - const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end; + callback_data.CursorPos = state->Stb->cursor; + callback_data.SelectionStart = state->Stb->select_start; + callback_data.SelectionEnd = state->Stb->select_end; // Call user code callback(&callback_data); @@ -5271,11 +5315,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacity); IM_ASSERT(callback_data.Flags == flags); - const bool buf_dirty = callback_data.BufDirty; - if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; } - if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; } - if (buf_dirty) + if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor) + state->CursorFollow = true; + state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen); + state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen); + state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen); + if (callback_data.BufDirty) { // Callback may update buffer and thus set buf_dirty even in read-only mode. IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! @@ -5399,7 +5444,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ line_index->Offsets.resize(0); int line_count = 1; if (is_multiline) - line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, (render_cursor && state && state->CursorFollow) ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end); + { + // If scrolling is expected to change build full index. + // FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below. + bool will_scroll_y = state && ((state->CursorFollow && render_cursor) || (state->CursorCenterY && (render_cursor || render_selection))); + line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end); + } line_index->EndOffset = (int)(buf_display_end - buf_display); line_visible_n1 = ImMin(line_visible_n1, line_count); @@ -5525,7 +5575,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ text_col, clip_rect.AsVec4(), line_index->get_line_begin(buf_display, line_visible_n0), line_index->get_line_end(buf_display, line_visible_n1 - 1), - wrap_width, ImDrawTextFlags_WrapKeepBlanks); + wrap_width, ImDrawTextFlags_WrapKeepBlanks | ImDrawTextFlags_CpuFineClip); // Render blinking cursor if (render_cursor) @@ -5684,7 +5734,7 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL+Click over input fields to edit them and TAB to go to next item. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -5756,8 +5806,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { // RGB/HSV 0..255 Sliders const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); + const float w_per_component = IM_TRUNC(w_items / components); + const bool draw_color_marker = (flags & (ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_NoColorMarkers)) == 0; - const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + const bool hide_prefix = draw_color_marker || (w_per_component <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; static const char* fmt_table_int[3][4] = { @@ -5783,14 +5835,15 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag prev_split = next_split; // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + ImGuiSliderFlags drag_flags = draw_color_marker ? (ImGuiSliderFlags_ColorMarkers | (n << ImGuiSliderFlags_ColorMarkersIndexShift_)) : ImGuiSliderFlags_None; if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n], drag_flags); value_changed_as_float |= value_changed; } else { - value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n], drag_flags); } if (!(flags & ImGuiColorEditFlags_NoOptions)) OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); @@ -6751,7 +6804,6 @@ static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1) window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth); } -// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop. bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) { ImGuiWindow* window = GetCurrentWindow(); @@ -6760,26 +6812,28 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; + + // When not framed, we vertically increase height up to typical framed widget height const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + const bool use_frame_padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)); + const ImVec2 padding = use_frame_padding ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing - const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_offset_y = use_frame_padding ? ImMax(style.FramePadding.y, window->DC.CurrLineTextBaseOffset) : window->DC.CurrLineTextBaseOffset; // Latch before ItemSize changes it const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow - // We vertically grow up to current line height up the typical widget height. - const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const float frame_height = label_size.y + padding.y * 2; const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL); ImRect frame_bb; frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; - frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Min.y = window->DC.CursorPos.y + (text_offset_y - padding.y); frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x; - frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + frame_bb.Max.y = window->DC.CursorPos.y + (text_offset_y - padding.y) + frame_height; if (display_frame) { const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits @@ -7924,7 +7978,7 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel } } - // Shortcut: Select all (CTRL+A) + // Shortcut: Select all (Ctrl+A) if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll)) if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A)) request_select_all = true; @@ -8069,7 +8123,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags if (ms->LoopRequestSetAll != -1) selected = (ms->LoopRequestSetAll == 1); - // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) + // When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection) // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function) if (ms->IsKeyboardSetRange) { @@ -8100,7 +8154,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags // Alter button behavior flags // To handle drag and drop of multiple items we need to avoid clearing selection on click. - // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. + // Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items. if (p_button_flags != NULL) { ImGuiButtonFlags button_flags = *p_button_flags; @@ -8204,8 +8258,8 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) } // Right-click handling. - // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816 - if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0) + // FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015 + if (hovered && IsMouseClicked(1) && (flags & (ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoSelectOnRightClick)) == 0) { if (g.ActiveId != 0 && g.ActiveId != id) ClearActiveID(); @@ -8299,7 +8353,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data); } - // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect) + // Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect) if (storage->RangeSrcItem == item_data) storage->RangeSelected = selected ? 1 : 0; @@ -8513,7 +8567,7 @@ void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io) else { // Append insertion + single sort likely be faster. - // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1 + // Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1 const int size_before_amends = _Storage.Data.Size; int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0); for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection) @@ -8946,9 +9000,10 @@ bool ImGui::BeginMenuBar() // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. - const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f); + const float border_top = ImMax(IM_ROUND(window->WindowBorderSize * 0.5f - window->TitleBarHeight), 0.0f); + const float border_half = IM_ROUND(window->WindowBorderSize * 0.5f); ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))), IM_ROUND(bar_rect.Max.y)); + ImRect clip_rect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, border_half))), ImFloor(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); @@ -9025,10 +9080,10 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im IM_ASSERT(dir != ImGuiDir_None); ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); if (bar_window == NULL || bar_window->BeginCount == 0) { // Calculate and set window size/position - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); ImRect avail_rect = viewport->GetBuildWorkRect(); ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; ImVec2 pos = avail_rect.Min; @@ -9046,7 +9101,8 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im viewport->BuildWorkInsetMax[axis] += axis_size; } - window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint bool is_open = Begin(name, NULL, window_flags); @@ -9060,6 +9116,9 @@ bool ImGui::BeginMainMenuBar() ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change + SetCurrentViewport(NULL, viewport); + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. @@ -9121,7 +9180,7 @@ static bool IsRootOfOpenMenuSet() const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) return false; - return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true); + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false); } bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) @@ -9167,7 +9226,8 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. - ImVec2 popup_pos, pos = window->DC.CursorPos; + ImVec2 popup_pos; + ImVec2 pos = window->DC.CursorPos; PushID(label); if (!enabled) BeginDisabled(); @@ -9181,34 +9241,34 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // Menu inside a horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); float w = label_size.x; - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, pos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); LogSetNextTextDecoration("[", "]"); RenderText(text_pos, label); PopStyleVar(); window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), text_pos.y - style.FramePadding.y + window->MenuBarHeight); } else { // Menu inside a regular/vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.) - popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + ImVec2 text_pos(window->DC.CursorPos.x, pos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); LogSetNextTextDecoration("", ">"); - RenderText(text_pos, label); + RenderText(ImVec2(text_pos.x + offsets->OffsetLabel, text_pos.y), label); if (icon_w > 0.0f) - RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); - RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + RenderText(ImVec2(text_pos.x + offsets->OffsetIcon, text_pos.y), icon); + RenderArrow(window->DrawList, ImVec2(text_pos.x + offsets->OffsetMark + extra_w + g.FontSize * 0.30f, text_pos.y), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + popup_pos = ImVec2(pos.x, text_pos.y - style.WindowPadding.y); } if (!enabled) EndDisabled(); @@ -9409,21 +9469,22 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(pos.x, pos.y + window->DC.CurrLineTextBaseOffset); pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) { - RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + RenderText(text_pos + ImVec2(offsets->OffsetLabel, 0.0f), label); if (icon_w > 0.0f) - RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderText(text_pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); if (shortcut_w > 0.0f) { PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); LogSetNextTextDecoration("(", ")"); - RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + RenderText(text_pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); PopStyleColor(); } if (selected) - RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } } IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); @@ -9463,8 +9524,10 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, // - TabBarCalcMaxTabWidth() [Internal] // - TabBarFindTabById() [Internal] // - TabBarFindTabByOrder() [Internal] +// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal] // - TabBarGetCurrentTab() [Internal] // - TabBarGetTabName() [Internal] +// - TabBarAddTab() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] // - TabBarScrollClamp() [Internal] @@ -9600,7 +9663,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); tab_bar->TabsAddedNew = false; // Flags @@ -9903,6 +9967,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; + // CTRL+TAB can override visible tab temporarily + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + // Apply request requests if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); @@ -9948,11 +10016,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { - IM_ASSERT(docked_window == NULL); // master branch only - IM_UNUSED(docked_window); - if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + if (docked_window != NULL) { - ImGuiID id = ImHashStr(label); + IM_UNUSED(tab_bar); + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + ImGuiID id = docked_window->TabId; KeepAliveID(id); return id; } @@ -9986,6 +10054,20 @@ ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) return &tab_bar->Tabs[order]; } +// FIXME: See references to #2304 in TODO.txt +ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* most_recently_selected_tab = NULL; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (tab->Window && tab->Window->WasActive) + most_recently_selected_tab = tab; + } + return most_recently_selected_tab; +} + ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) { if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) @@ -9995,12 +10077,35 @@ ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { + if (tab->Window) + return tab->Window->Name; if (tab->NameOffset == -1) return "N/A"; IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); return tab_bar->TabsNames.Buf.Data + tab->NameOffset; } +// The purpose of this call is to register tab in advance so we can control their order at the time they appear. +// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function. +void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) + + if (!window->HasCloseButton) + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. + + ImGuiTabItem new_tab; + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + if (new_tab.LastFrameVisible == -1) + new_tab.LastFrameVisible = g.FrameCount - 1; + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + tab_bar->Tabs.push_back(new_tab); +} + // The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { @@ -10417,11 +10522,14 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; + tab->Window = docked_window; // Append name _WITH_ the zero-terminator + // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) if (docked_window != NULL) { - IM_ASSERT(docked_window == NULL); // master branch only + IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); + tab->NameOffset = -1; } else { @@ -10440,13 +10548,13 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Lock visibility - // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + // (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!) bool tab_contents_visible = (tab_bar->VisibleTabId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches - if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) tab_contents_visible = true; @@ -10494,9 +10602,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - // Allow the close button to overlap ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); - if (g.DragDropActive) + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held, pressed; if (flags & ImGuiTabItemFlags_Invisible) @@ -10506,21 +10613,74 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (pressed && !is_tab_button) TabBarQueueFocus(tab_bar, tab); - // Drag and drop: re-order tabs - if (held && !tab_appearing && IsMouseDragging(0)) + // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() + // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. + if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) + g.ActiveIdWindow = docked_window; + + // Drag and drop a single floating window node moves it + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); + if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) { - if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + // Move + StartMouseMovingWindow(docked_window); + } + else if (held && !tab_appearing && IsMouseDragging(0)) + { + // Drag and drop: re-order tabs + int drag_dir = 0; + float drag_distance_from_edge_x = 0.0f; + if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) { // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { + drag_dir = -1; + drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { + drag_dir = +1; + drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } + + // Extract a Dockable window out of it's tab bar + const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking); + if (can_undock) + { + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar + bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + { + float threshold_base = g.FontSize; + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + + float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); + if (distance_from_edge_y >= threshold_y) + undocking_tab = true; + if (drag_distance_from_edge_x > threshold_x) + if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1)) + undocking_tab = true; + } + + if (undocking_tab) + { + // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow + DockContextQueueUndockWindow(&g, docked_window); + g.MovingWindow = docked_window; + SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); + g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + } + } } #if 0 @@ -10569,7 +10729,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Render tab label, process close button - const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; bool just_closed; bool text_clipped; TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); @@ -10579,6 +10739,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, TabBarCloseTab(tab_bar, tab); } + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Tooltip // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) @@ -10614,6 +10779,16 @@ void ImGui::SetTabItemClosed(const char* label) if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab->WantClose = true; // Will be processed by next call to TabBarLayout() } + else if (ImGuiWindow* window = FindWindowByName(label)) + { + if (window->DockIsActive) + if (ImGuiDockNode* node = window->DockNode) + { + ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window); + TabBarRemoveTab(node->TabBar, tab_id); + window->DockTabWantClose = true; + } + } } ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) @@ -10628,10 +10803,9 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsave return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); } -ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*) +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) { - IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch. - return ImVec2(0.0f, 0.0f); + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); } void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) @@ -10716,8 +10890,8 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered); if (unsaved_marker_visible) { - const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); - RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + ImVec2 bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5f; + RenderBullet(draw_list, bullet_pos, GetColorU32(ImGuiCol_UnsavedMarker)); } else if (close_button_visible) { diff --git a/extern/ImGui/imstb_textedit.h b/extern/ImGui/imstb_textedit.h index c41078c..583508f 100644 --- a/extern/ImGui/imstb_textedit.h +++ b/extern/ImGui/imstb_textedit.h @@ -5,7 +5,8 @@ // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) // - Added name to struct or it may be forward declared in our code. // - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) -// Grep for [DEAR IMGUI] to find the changes. +// - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. +// Grep for [DEAR IMGUI] to find some changes. // - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* // stb_textedit.h - v1.14 - public domain - Sean Barrett @@ -39,6 +40,7 @@ // // VERSION HISTORY // +// !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion. // 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash @@ -147,7 +149,8 @@ // as manually wordwrapping for end-of-line positioning // // STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i -// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) try to insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// returns number of characters actually inserted. [DEAR IMGUI] // // STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key // @@ -775,7 +778,8 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS stb_textedit_clamp(str, state); stb_textedit_delete_selection(str,state); // try to insert the characters - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len); + if (len) { stb_text_makeundo_insert(state, state->cursor, len); state->cursor += len; state->has_preferred_x = 0; @@ -800,13 +804,15 @@ static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* sta if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { stb_text_makeundo_replace(str, state, state->cursor, 1, 1); STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len); + if (text_len) { state->cursor += text_len; state->has_preferred_x = 0; } } else { stb_textedit_delete_selection(str, state); // implicitly clamps - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len); + if (text_len) { stb_text_makeundo_insert(state, state->cursor, text_len); state->cursor += text_len; state->has_preferred_x = 0; @@ -1352,7 +1358,7 @@ static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) // check type of recorded action: if (u.insert_length) { // easy case: was a deletion, so we need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); s->undo_char_point -= u.insert_length; } @@ -1403,7 +1409,7 @@ static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) if (r.insert_length) { // easy case: need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); s->redo_char_point += r.insert_length; } diff --git a/include/window/MainWindow.hpp b/include/window/MainWindow.hpp index 1bde0e7..61afb87 100644 --- a/include/window/MainWindow.hpp +++ b/include/window/MainWindow.hpp @@ -19,13 +19,14 @@ namespace XInject { namespace MainWindow { + inline bool mainwndOpen = true; inline bool debugWnd = false; inline int method; inline int type; inline int pid; inline DWORD chosenPid; static char args[constant::maxStrSize] = {}; - void setupUi(); + bool setupUi(); void doInject(); } // namespace MainWindow diff --git a/src/main.cpp b/src/main.cpp index 1040770..fedb314 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -20,13 +20,16 @@ using namespace XInject::config; using namespace XInject::Injector; + +#define IDI_MAIN_ICON 101 + // Data -static ID3D11Device *g_pd3dDevice = nullptr; -static ID3D11DeviceContext *g_pd3dDeviceContext = nullptr; -static IDXGISwapChain *g_pSwapChain = nullptr; +static ID3D11Device* g_pd3dDevice = nullptr; +static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; +static IDXGISwapChain* g_pSwapChain = nullptr; static bool g_SwapChainOccluded = false; static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; -static ID3D11RenderTargetView *g_mainRenderTargetView = nullptr; +static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; // Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); @@ -36,132 +39,24 @@ void CleanupRenderTarget(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code -int WINAPI WinMain(HINSTANCE instance, HINSTANCE pInstance, LPSTR lpCmd, int cmdShow) +int main(int, char**) { - std::string commandLine = lpCmd; - if (!commandLine.empty()) - XInject::config::useGui = false; - - if (!XInject::config::useGui) - { // 不需要GUI界面 - Error::error(L"TEST"); - - std::vector words = {}; - std::string word = ""; - - bool intoRef = false; // 是否处于 `"` 中 - for (auto c : commandLine) // 对命令行分词处理,得到参数 - { - if (c == ' ') - { // 下一个参数 - if (!intoRef) - { // 不在`"`中,开始的到下一个参数 - if (!word.empty()) - { - words.push_back(word); - word.clear(); - } - } - else - { - word.append(1, c); - } - continue; - } - else if (c == '\n') - { // 命令行结束 - if (!word.empty()) - { - words.push_back(word); - word.clear(); - } - break; - } - else if (c == '"') - { // 设置`"`状态 - intoRef = !intoRef; - } - else - word.append(1, c); - } - words.push_back(word); - word.clear(); - - std::string method = ""; // 使用的方法 - std::string args = ""; // 相关文件的dll url shellcode - DWORD pid = 0; // 进程号 - std::string procName = ""; // 进程名字 - - for (size_t i = 0; i < words.size(); i++) - { // 设置参数 - if (words[i].starts_with("-method")) - { - method = words[++i]; - } - else if (words[i].starts_with("-args")) - { - args = words[++i]; - } - else if (words[i].starts_with("-pid")) - { - pid = std::stoul(words[++i]); - } - else if (words[i].starts_with("-proc")) - { - procName = words[++i]; - } - } - - if (!procName.empty()) // 进程名字不为空 - pid = XInject::Injector::getPidByName(procName.c_str()); // 通过进程名字得到pid - if (pid == 0) - { // pid不能为空 - Error::error(L"No Such Process Can be injected"); - return 0; - } - - if (method == "net") // 使用http get请求反射式加载dll - XInject::Injector::reflectInject(pid, 1, args); - else if (method == "rmtdll") - XInject::Injector::remoteThreadInject(pid, 0, args); - else if (method == "refdll") - XInject::Injector::reflectInject(pid, 0, args); - else if (method == "apcdll") - XInject::Injector::apcInject(pid, 0, args); - else if (method == "rmtsc") // 远程线程注入shellcode - XInject::Injector::remoteThreadInject(pid, 1, args); - else if (method == "apcsc") // apc队列注入shellcode - XInject::Injector::apcInject(pid, 1, args); - else if (method == "ctxsc") // 上下文注入(线程劫持)shellcode - XInject::Injector::contextInject(pid, 0, args); - - else if (method == "rmtfile") // 上下文注入(线程劫持)shellcode - XInject::Injector::remoteThreadInject(pid, 2, args); - else if (method == "apcfile") // 上下文注入(线程劫持)shellcode - XInject::Injector::apcInject(pid, 2, args); - else if (method == "ctxfile") // 上下文注入(线程劫持)shellcode - XInject::Injector::contextInject(pid, 1, args); - else - Error::error(L"No Such Method"); - } - else { // Make process DPI aware and obtain main monitor scale ImGui_ImplWin32_EnableDpiAwareness(); - float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{0, 0}, MONITOR_DEFAULTTOPRIMARY)); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); // Create application window - WNDCLASSEXW wc = {sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"X-inject", nullptr}; + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"X-inject", nullptr }; wc.cbSize = sizeof(WNDCLASSEX); - wc.hIcon = LoadIcon(instance, MAKEINTRESOURCE(IDI_ICON1)); - wc.hIconSm = LoadIcon(instance, MAKEINTRESOURCE(IDI_ICON1)); + wc.hIcon = LoadIcon(NULL, MAKEINTRESOURCE(IDI_ICON1)); + wc.hIconSm = LoadIcon(NULL, MAKEINTRESOURCE(IDI_ICON1)); // wc.hInstance = instance; wc.style = CS_HREDRAW | CS_VREDRAW; ::RegisterClassExW(&wc); HWND hwnd = CreateWindowExW(0, L"X-inject", L"X-inject", - WS_OVERLAPPEDWINDOW & ~WS_THICKFRAME & ~WS_MAXIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, - 700, 350, NULL, NULL, wc.hInstance, NULL); // 创建windows窗口 - + WS_OVERLAPPEDWINDOW & ~WS_THICKFRAME & ~WS_MAXIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, + 700, 350, NULL, NULL, wc.hInstance, NULL); // 创建windows窗口 // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) { @@ -171,42 +66,75 @@ int WINAPI WinMain(HINSTANCE instance, HINSTANCE pInstance, LPSTR lpCmd, int cmd } // Show the window - ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::ShowWindow(hwnd, SW_HIDE); ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); - ImGuiIO &io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows + io.ConfigViewportsNoAutoMerge = true; + // io.ConfigViewportsNoTaskBarIcon = true; + // io.ConfigDockingAlwaysTabBar = true; + // io.ConfigDockingTransparentPayload = true; // Setup Dear ImGui style // ImGui::StyleColorsDark(); ImGui::StyleColorsLight(); // Setup scaling - ImGuiStyle &style = ImGui::GetStyle(); - style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) - style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); // Load Fonts - HRSRC hRes = FindResource(instance, MAKEINTRESOURCE(IDR_FONT1), RT_RCDATA); + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // style.FontSizeBase = 20.0f; + // io.Fonts->AddFontDefault(); + // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + // ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); + // IM_ASSERT(font != nullptr); + // Load Fonts + HRSRC hRes = FindResource(wc.hInstance, MAKEINTRESOURCE(IDR_FONT1), RT_RCDATA); if (hRes) { - HGLOBAL hMem = LoadResource(instance, hRes); - void *pData = LockResource(hMem); - DWORD size = SizeofResource(instance, hRes); + HGLOBAL hMem = LoadResource(wc.hInstance, hRes); + void* pData = LockResource(hMem); + DWORD size = SizeofResource(wc.hInstance, hRes); // DWORD nFonts = 0; // AddFontMemResourceEx(pData, size, NULL, &nFonts); io.Fonts->AddFontFromMemoryTTF(pData, size, 16, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); } + // Our state + bool isWndFinish = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop bool done = false; @@ -248,20 +176,26 @@ int WINAPI WinMain(HINSTANCE instance, HINSTANCE pInstance, LPSTR lpCmd, int cmd ImGui::NewFrame(); //////////// WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS - { - XInject::MainWindow::setupUi(); + if (!XInject::MainWindow::setupUi()) + done = true; } - //////////// WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS WINDOWS // Rendering ImGui::Render(); - const float clear_color_with_alpha[4] = {1, 1, 1, 1}; + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + // Update and Render additional Platform Windows + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui::UpdatePlatformWindows(); + ImGui::RenderPlatformWindowsDefault(); + } + // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync // HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync @@ -277,14 +211,16 @@ int WINAPI WinMain(HINSTANCE instance, HINSTANCE pInstance, LPSTR lpCmd, int cmd ::DestroyWindow(hwnd); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); } + + return 0; } // Helper functions - bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain + // This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions. DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; @@ -314,6 +250,16 @@ bool CreateDeviceD3D(HWND hWnd) if (res != S_OK) return false; + // Disable DXGI's default Alt+Enter fullscreen behavior. + // - You are free to leave this enabled, but it will not work properly with multiple viewports. + // - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates. + IDXGIFactory* pSwapChainFactory; + if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory)))) + { + pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER); + pSwapChainFactory->Release(); + } + CreateRenderTarget(); return true; } @@ -340,7 +286,7 @@ void CleanupDeviceD3D() void CreateRenderTarget() { - ID3D11Texture2D *pBackBuffer; + ID3D11Texture2D* pBackBuffer; g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); pBackBuffer->Release(); diff --git a/src/window/MainWindow.cpp b/src/window/MainWindow.cpp index 89c6dbe..e2c8591 100644 --- a/src/window/MainWindow.cpp +++ b/src/window/MainWindow.cpp @@ -7,141 +7,138 @@ namespace XInject { namespace MainWindow { - void setupUi() + bool setupUi() { bool chooseFile = false; - static char filePath[0x1000] = {0}; + static char filePath[0x1000] = { 0 }; OPENFILENAMEA ofn; - ImGuiIO &io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); // 设置下一个窗口的位置和大小,覆盖整个宿主窗口 - ImGui::SetNextWindowPos(ImVec2(0, 0)); - ImGui::SetNextWindowSize(io.DisplaySize); - ImGui::Begin("X-inject", nullptr, constant::fullWindowFlags); - // ImGui::Begin("X-inject", nullptr); - ImGui::Text("Method "); - ImGui::SameLine(); - if (ImGui::Combo("##method", &MainWindow::method, "Remote Thread\0APC Queue\0Reflective\0Context(thread hijack)\0", 4)) - { - type = 0; - } - // 如果有人开始选择方法 - // 0. remote thread inject - // 1. apc inject - // 2. reflect inject - // 3. context inject (thread hijack) - ImGui::Text("Type "); - ImGui::SameLine(); - switch (MainWindow::method) - { - case 0: // remote thread injection - case 1: // apc inject 只能注入dll文件和shellcode - { - ImGui::Combo("##type", &MainWindow::type, "DLL file\0shellcode\0shellcode file\0", 3); - break; - } - case 2: // 反射式注入不能注入shellcode - { - ImGui::Combo("##type", &MainWindow::type, "DLL file\0url\0", 2); - break; - } - case 3: // 线程劫持只能注入shellcode - { - ImGui::Combo("##type", &MainWindow::type, "shellcode\0shellcode file\0", 2); - break; - } + // ImGui::SetNextWindowPos(ImVec2(0, 0)); + // ImGui::SetNextWindowSize(io.DisplaySize); + // ImGui::Begin("X-inject", nullptr, constant::fullWindowFlags); + if (MainWindow::mainwndOpen) { + ImGui::Begin("X-inject", &MainWindow::mainwndOpen); + ImGui::Text("Method "); + ImGui::SameLine(); + if (ImGui::Combo("##method", &MainWindow::method, "Remote Thread\0APC Queue\0Reflective\0Context(thread hijack)\0", 4)) + { + type = 0; + } + // 如果有人开始选择方法 + // 0. remote thread inject + // 1. apc inject + // 2. reflect inject + // 3. context inject (thread hijack) + ImGui::Text("Type "); + ImGui::SameLine(); + switch (MainWindow::method) + { + case 0: // remote thread injection + case 1: // apc inject 只能注入dll文件和shellcode + { + ImGui::Combo("##type", &MainWindow::type, "DLL file\0shellcode\0shellcode file\0", 3); + break; + } + case 2: // 反射式注入不能注入shellcode + { + ImGui::Combo("##type", &MainWindow::type, "DLL file\0url\0", 2); + break; + } + case 3: // 线程劫持只能注入shellcode + { + ImGui::Combo("##type", &MainWindow::type, "shellcode\0shellcode file\0", 2); + break; + } - default: - ImGui::Combo("##type", &MainWindow::type, "\0", 0); - break; - } + default: + ImGui::Combo("##type", &MainWindow::type, "\0", 0); + break; + } - ImGui::Text("Process"); - ImGui::SameLine(); + ImGui::Text("Process"); + ImGui::SameLine(); - // 假设你的状态变量 - static std::vector itemList; // 存储选项的列表 - if (ImGui::BeginCombo("##process", itemList.empty() ? "choose process" : itemList[pid].c_str())) - { - std::vector infoList = Injector::listInjectable(); - // 检测下拉窗口是否刚刚出现(即用户刚刚点开) - if (ImGui::IsWindowAppearing()) + // 假设你的状态变量 + static std::vector itemList; // 存储选项的列表 + if (ImGui::BeginCombo("##process", itemList.empty() ? "choose process" : itemList[pid].c_str())) { - itemList.clear(); // 清空原有列表 std::vector infoList = Injector::listInjectable(); - for (auto info : infoList) + // 检测下拉窗口是否刚刚出现(即用户刚刚点开) + if (ImGui::IsWindowAppearing()) { - if (unsigned int(info.pid / 10) == 0) - itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); - else if (unsigned int(info.pid / 100) == 0) - itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); - else if (unsigned int(info.pid / 100) == 0) - itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); - else if (unsigned int(info.pid / 1000) == 0) - itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); - else if (unsigned int(info.pid / 10000) == 0) - itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); - else if (unsigned int(info.pid / 100000) == 0) - itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); - else - itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + itemList.clear(); // 清空原有列表 + std::vector infoList = Injector::listInjectable(); + for (auto info : infoList) + { + if (unsigned int(info.pid / 10) == 0) + itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + else if (unsigned int(info.pid / 100) == 0) + itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + else if (unsigned int(info.pid / 100) == 0) + itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + else if (unsigned int(info.pid / 1000) == 0) + itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + else if (unsigned int(info.pid / 10000) == 0) + itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + else if (unsigned int(info.pid / 100000) == 0) + itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + else + itemList.push_back(Crypto::WstringToUTF8(std::to_wstring(info.pid) + L" " + info.processName)); + } } - } - // 渲染下拉项列表 - for (int i = 0; i < itemList.size(); ++i) - { - bool isSelected = (pid == i); - if (ImGui::Selectable(itemList[i].c_str(), isSelected)) + // 渲染下拉项列表 + for (int i = 0; i < itemList.size(); ++i) { - pid = i; // 用户选择了某一项 - chosenPid = infoList[i].pid; + bool isSelected = (pid == i); + if (ImGui::Selectable(itemList[i].c_str(), isSelected)) + { + pid = i; // 用户选择了某一项 + chosenPid = infoList[i].pid; + } + if (isSelected) + { + ImGui::SetItemDefaultFocus(); // 设置初始焦点 + } } - if (isSelected) + ImGui::EndCombo(); + return true; + } + + ImGui::Text("Args "); + ImGui::SameLine(); + ImGui::InputText("##arg", MainWindow::args, constant::maxStrSize); + ImGui::SameLine(); + chooseFile = ImGui::Button("file"); + if (chooseFile) + { + ZeroMemory(&ofn, sizeof(ofn)); + ofn.lStructSize = sizeof(ofn); + ofn.hwndOwner = NULL; + ofn.lpstrFilter = "All Files\0*.*\0"; + ofn.lpstrFile = args; + ofn.nMaxFile = MAX_PATH; + ofn.Flags = OFN_EXPLORER | OFN_FILEMUSTEXIST | OFN_HIDEREADONLY; + ofn.lpstrDefExt = ""; + if (GetOpenFileNameA(&ofn)) { - ImGui::SetItemDefaultFocus(); // 设置初始焦点 } } - ImGui::EndCombo(); - } - // TODO: 选择文件按钮 - ImGui::Text("Args "); - ImGui::SameLine(); - ImGui::InputText("##arg", MainWindow::args, constant::maxStrSize); - ImGui::SameLine(); - chooseFile = ImGui::Button("file"); - if (chooseFile) - { - ZeroMemory(&ofn, sizeof(ofn)); - ofn.lStructSize = sizeof(ofn); - ofn.hwndOwner = NULL; - ofn.lpstrFilter = "All Files\0*.*\0"; - ofn.lpstrFile = args; - ofn.nMaxFile = MAX_PATH; - ofn.Flags = OFN_EXPLORER | OFN_FILEMUSTEXIST | OFN_HIDEREADONLY; - ofn.lpstrDefExt = ""; - if (GetOpenFileNameA(&ofn)) + if (ImGui::Button("Inject")) // 点击注入 { + MainWindow::doInject(); + MainWindow::debugWnd = !MainWindow::debugWnd; } - } - if (ImGui::Button("Inject")) // 点击注入 - { - MainWindow::doInject(); - MainWindow::debugWnd = !MainWindow::debugWnd; + ImGui::End(); } - ImGui::End(); - // if (MainWindow::debugWnd) - // { - // ImGui::Begin("debug window", &MainWindow::debugWnd); - // ImGui::Text("pid: %d", chosenPid); - // static DWORD64 addr = XInject::Format::getRemotePebVal(chosenPid); - // ImGui::Text("teb: %p", addr); - // ImGui::End(); - // } + else + return false; } void doInject()