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#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;
}
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