#if SPECIAL #include "main.h" #endif #include "imgui_internal_widgets.h" #include "imgui.h" #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif #include "imgui_internal.h" // NOTE(fox): This API will change in the future! void ImGui::MyWindowSetup(ImGuiID *Placement, ImGuiID id) { ImGuiViewport *Viewport = GetMainViewport(); ImVec2 WindowMin = Viewport->WorkPos; ImVec2 WindowSize = Viewport->WorkSize; DockBuilderRemoveNode(id); DockBuilderAddNode(id, ImGuiDockNodeFlags_PassthruCentralNode | ImGuiDockNodeFlags_AutoHideTabBar); DockBuilderSetNodeSize(id, WindowSize); DockBuilderSetNodePos(id, WindowMin); ImGuiID *DockRight = Placement; ImGuiID DockTop = ImGui::DockBuilderSplitNode(id, ImGuiDir_Down, 1.f, nullptr, &id); ImGuiID DockBottom = ImGui::DockBuilderSplitNode(DockTop, ImGuiDir_Down, 0.4f, nullptr, &DockTop); ImGuiID DockLeft = ImGui::DockBuilderSplitNode(DockTop, ImGuiDir_Left, 0.15f, nullptr, &DockTop); *DockRight = ImGui::DockBuilderSplitNode(DockTop, ImGuiDir_Right, 0.2f, nullptr, &DockTop); ImGuiID DockRightBottom = ImGui::DockBuilderSplitNode(*DockRight, ImGuiDir_Down, 0.2f, nullptr, DockRight); ImGuiID DockRightTop = ImGui::DockBuilderSplitNode(*DockRight, ImGuiDir_Up, 0.6f, nullptr, DockRight); ImGui::DockBuilderDockWindow("Menu", id); ImGui::DockBuilderDockWindow("Viewport", DockTop); ImGui::DockBuilderDockWindow("Timeline", DockBottom); ImGui::DockBuilderDockWindow("Properties###Properties", DockLeft); ImGui::DockBuilderDockWindow("Colors", DockRightTop); ImGui::DockBuilderDockWindow("Files", *DockRight); ImGui::DockBuilderDockWindow("Effects list", DockRightBottom); ImGui::DockBuilderFinish(id); } void ImGui::MyDockWindow(char *Window, ImGuiID Dock) { ImGui::DockBuilderDockWindow(Window, Dock); } // A modded version of ScalarSlider allowing for the minimum and maximum parts // of the slider to be draggable by two other buttons. p_mid is from range -1 // to 1, and s_min and max are from 0-1. bool ImGui::SliderLevels(const char* label, const char* label2, const char* label3, void* p_mid, void* p_left, void* p_right) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; const float SliderMin = 0.1; const float SliderMax = 10; const float OtherMin = 0; const float OtherMax = 1; const void* p_min = &SliderMin; const void* p_max = &SliderMax; const void* o_min = &OtherMin; const void* o_max = &OtherMax; ImGuiDataType data_type = ImGuiDataType_Float; const char *format = "%f"; ImGuiSliderFlags flags = ImGuiSliderFlags_NoInput; ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; // I'm not well-versed in exactly what ImGui's id system does, but I'm // pretty sure it's one clickable object equals one ImGui ID. const ImGuiID id_L = window->GetID(label); const ImGuiID id_R = window->GetID(label2); const ImGuiID id_mid = window->GetID(label3); const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id_L, &frame_bb, 0)) return false; if (!ItemAdd(total_bb, id_R, &frame_bb, 0)) return false; if (!ItemAdd(total_bb, id_mid, &frame_bb, 0)) return false; bool any_val_changed; // Slider behavior ImRect grab_bb; const bool value_changed = SliderBehavior(frame_bb, id_L, data_type, p_left, o_min, o_max, format, flags, &grab_bb); if (value_changed) { MarkItemEdited(id_L); any_val_changed = true; } ImRect grab_bb2; const bool value_changed2 = SliderBehavior(frame_bb, id_R, data_type, p_right, o_min, o_max, format, flags, &grab_bb2); if (value_changed2) { MarkItemEdited(id_R); any_val_changed = true; } const ImRect mid_bb(ImVec2(grab_bb.Max.x, frame_bb.Min.y), ImVec2(grab_bb2.Min.x, frame_bb.Max.y)); // Slider behavior ImRect grab_bb3; const bool value_changed3 = SliderBehavior(mid_bb, id_mid, data_type, p_mid, p_min, p_max, format, flags | ImGuiSliderFlags_Logarithmic, &grab_bb3); if (value_changed3) { MarkItemEdited(id_mid); any_val_changed = true; } const bool hovered = ItemHoverable(frame_bb, id_L); const bool input_requested_by_tabbing = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id_L || g.NavActivateInputId == id_L); if (make_active) { if (g.IO.MousePos.x < grab_bb.Max.x) { SetActiveID(id_L, window); SetFocusID(id_L, window); } else if (g.IO.MousePos.x > grab_bb2.Min.x) { SetActiveID(id_R, window); SetFocusID(id_R, window); } else { SetActiveID(id_mid, window); SetFocusID(id_mid, window); } FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id_L ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id_L); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); // Render grab if (grab_bb.Max.x > grab_bb.Min.x) window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id_L ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Render grab if (grab_bb2.Max.x > grab_bb2.Min.x) window->DrawList->AddRectFilled(grab_bb2.Min, grab_bb2.Max, GetColorU32(g.ActiveId == id_R ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Render grab if (grab_bb3.Max.x > grab_bb3.Min.x) window->DrawList->AddRectFilled(grab_bb3.Min, grab_bb3.Max, GetColorU32(g.ActiveId == id_mid ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_mid, format); if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return any_val_changed; } bool ImGui::TestLine(ImVec2 p0, ImVec2 p1) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; bool Toggle = false; ImDrawList* draw_list = window->DrawList; // ImGuiStyle& style = g.Style; ImVec2 point = ImLineClosestPoint(p0, p1, g.IO.MousePos); ImU32 col = ImGui::GetColorU32(ImGuiCol_ScrollbarGrab); if (ImFabs(g.IO.MousePos.x - point.x) < 3 && ImFabs(g.IO.MousePos.y - point.y) < 3 && point.x != p0.x && point.y != p0.y && point.x != p1.x && point.y != p1.y) { col = ImGui::GetColorU32(ImGuiCol_Button); Toggle = true; } draw_list->AddLine(p0, p1, col, 2.0f); return Toggle; } // Currently not used anywhere outside of debug UI. I'll keep it in case // there's a place where doing this operation in UI space is useful. Note that // the version of this function in bezier.cpp differs in precision by about // 0.001. ImVec2 ImGui::RatioToPoint(ImVec2 a, ImVec2 b, float ratio) { ImVec2 ab_dir = b - a; float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; float dot = ratio*ab_len_sqr; return a + ab_dir * dot / ab_len_sqr; } // Returns true when cursor is close to the curve but not too close to the // beginning/end points. Basically just a wrapper for that ClosestPoint // function. bool ImGui::BezierInteractive(ImVec2 p0, ImVec2 p1, ImVec2 p2, ImVec2 p3) { bool hovered = false; ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImVec2 point = ImBezierCubicClosestPointCasteljau(p0, p1, p2, p3, g.IO.MousePos, GetStyle().CurveTessellationTol); if (ImFabs(g.IO.MousePos.x - point.x) < 3 && ImFabs(g.IO.MousePos.y - point.y) < 3 && ImFabs(p0.x - point.x) > 3 && ImFabs(p0.y - point.y) > 3 && ImFabs(p1.x - point.x) > 3 && ImFabs(p1.y - point.y) > 3) { hovered = true; } return hovered; } bool ImGui::LineInteractive(ImVec2 p0, ImVec2 p1) { bool hovered = false; ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImVec2 point = ImLineClosestPoint(p0, p1, g.IO.MousePos); if (ImFabs(g.IO.MousePos.x - point.x) < 3 && ImFabs(g.IO.MousePos.y - point.y) < 3 && ImFabs(p0.x - point.x) > 3 && ImFabs(p0.y - point.y) > 3 && ImFabs(p1.x - point.x) > 3 && ImFabs(p1.y - point.y) > 3) { hovered = true; } return hovered; }