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Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_examples.sln
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx12.h
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_demo.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
ocornut il y a 5 ans
Parent
commit
fa004ae79a

+ 43 - 2
docs/CHANGELOG.txt

@@ -104,6 +104,19 @@ Other changes:
  VERSION 1.79 WIP (In Progress)
 -----------------------------------------------------------------------
 
+Breaking Changes:
+
+- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
+  after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font.
+  It was also getting in the way of better font scaling, so let's get rid of it now! 
+  If you used DisplayOffset it was probably in association to rasterizing a font at a specific size,
+  in which case the corresponding offset may be reported into GlyphOffset. (#1619)
+- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
+  For variety of reason this is more self-explanatory.
+- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it
+  is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
+  use IsWindowAppearing() after BeginPopup() for a similar result.
+
 Other Changes:
 
 - Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
@@ -111,6 +124,7 @@ Other Changes:
 - Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
 - Scrolling: Fixed SetScrollHere functions edge snapping when called during a frame where ContentSize
   is changing (issue introduced in 1.78). (#3452).
+- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
 - InputText: Added selection helpers in ImGuiInputTextCallbackData().
 - InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
   (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the
@@ -119,27 +133,53 @@ Other Changes:
   It is a rather unusual or useless combination of features but no reason it shouldn't work!
 - InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline().
 - InputText: Fixed cursor being partially covered after using Ctrl+End key.
-- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454).
+- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
+- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to
+  the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio. 
+  Note that some other text editors instead would move the crusor to the end of the line). [@Xipiryon]
 - DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
   where v_min == v_max. (#3361)
 - SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both
   with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups]
+- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers
+  with a "%s" format string. (#3466)
 - BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(),
   so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range.
 - TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event
   rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior
   and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set.
   (This is also necessary to support full multi/range-select/drag and drop operations.)
+- Tab Bar: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
+- Tab Bar: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button 
+  at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot
+  be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon]
+- Tab Bar: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
 - Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state).
+- Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
+- Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would
+  generate an unnecessary extra draw call.
 - Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave
   tabs reordered in the tab list popup. [@Xipiryon]
+- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
+  a fully clipped column. (#3475) [@szreder]
+- Popups, Tooltips: Fix edge cases issues with positionning popups and tooltips when they are larger than
+  viewport on either or both axises. [@Rokups]
+- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
 - Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
 - Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
+- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have 
+  the defines set by a loader. (#3467, #1985) [@jjwebb]
 - Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their
   own render pass. (#3455, #3459) [@FunMiles]
+- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining
+  the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301)
+- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf]
 - Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO]
 - Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of
   "VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles]
+- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled.
+- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
+  on 32-bit systems. Added project to default Visual Studio solution file. (#301)
 
 
 -----------------------------------------------------------------------
@@ -252,6 +292,7 @@ Breaking Changes:
   note that this is a Beta api and will likely be reworked in order to support multi-DPI across
   multiple monitors.
 - Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
+  [NOTE: THIS WAS REVERTED IN 1.79]
 - Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
   of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
   Kept inline redirection function (will obsolete).
@@ -1535,7 +1576,7 @@ Breaking Changes:
   - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
 - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
 - Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
-- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
+- Fonts: Changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
   If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
 - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
 - Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).

+ 2 - 9
docs/FONTS.md

@@ -142,13 +142,6 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
 ![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
 <br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
 
-
-**Offset font vertically by altering the `io.Font->DisplayOffset` value:**
-```cpp
-ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
-font->DisplayOffset.y = 1;   // Render 1 pixel down
-```
-
 **Font Atlas too large?**
 
 - If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
@@ -337,13 +330,13 @@ DroidSans.ttf
 ProggyClean.ttf
   Copyright (c) 2004, 2005 Tristan Grimmer
   MIT License
-  recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
+  recommended loading setting: Size = 13.0, GlyphOffset.y = +1
   http://www.proggyfonts.net/
 
 ProggyTiny.ttf
   Copyright (c) 2004, 2005 Tristan Grimmer
   MIT License
-  recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
+  recommended loading setting: Size = 10.0, GlyphOffset.y = +1
   http://www.proggyfonts.net/
 
 Karla-Regular.ttf

+ 2 - 2
docs/README.md

@@ -98,7 +98,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
 ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
 
 You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
-- [imgui-demo-binaries-20200412.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows, 1.76, built 2020/04/12, master branch) or [older demo binaries](http://www.dearimgui.org/binaries).
+- [imgui-demo-binaries-20200918.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20200918.zip) (Windows, 1.78 WIP, built 2020/09/18, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
 
 The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).
 
@@ -114,7 +114,7 @@ Officially maintained bindings (in repository):
 - Frameworks: Emscripten, Allegro5, Marmalade.
 
 Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
-- Languages: C, C# and: Beef, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
+- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
 - Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
 - Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
 

+ 0 - 1
docs/TODO.txt

@@ -247,7 +247,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
  - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
 
  - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
  - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
  - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
  - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.

+ 2 - 1
examples/example_win32_directx12/build_win32.bat

@@ -1,4 +1,5 @@
 @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@REM Important: to build on 32-bit systems, the DX12 back-ends needs '#define ImTextureID ImU64', so we pass it here.
 mkdir Debug
-cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
+cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D ImTextureID=ImU64 /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
 

+ 4 - 0
examples/example_win32_directx12/example_win32_directx12.vcxproj

@@ -87,6 +87,7 @@
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
       <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -100,6 +101,7 @@
       <WarningLevel>Level4</WarningLevel>
       <Optimization>Disabled</Optimization>
       <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -115,6 +117,7 @@
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
       <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -132,6 +135,7 @@
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
       <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>

+ 16 - 3
examples/example_win32_directx12/main.cpp

@@ -260,19 +260,32 @@ bool CreateDeviceD3D(HWND hWnd)
         sd.Stereo = FALSE;
     }
 
+    // [DEBUG] Enable debug interface
 #ifdef DX12_ENABLE_DEBUG_LAYER
     ID3D12Debug* pdx12Debug = NULL;
     if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
-    {
         pdx12Debug->EnableDebugLayer();
-        pdx12Debug->Release();
-    }
 #endif
 
+    // Create device
     D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
     if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
         return false;
 
+    // [DEBUG] Setup debug interface to break on any warnings/errors
+#ifdef DX12_ENABLE_DEBUG_LAYER
+    if (pdx12Debug != NULL)
+    {
+        ID3D12InfoQueue* pInfoQueue = NULL;
+        g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
+        pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
+        pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
+        pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
+        pInfoQueue->Release();
+        pdx12Debug->Release();
+    }
+#endif
+
     {
         D3D12_DESCRIPTOR_HEAP_DESC desc = {};
         desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;

+ 12 - 5
examples/imgui_impl_dx12.cpp

@@ -6,8 +6,10 @@
 //  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //      FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-// Missing features, issues:
-//  [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
+
+// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@@ -16,6 +18,8 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
+//  2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
 //  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
 //  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 //  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@@ -316,9 +320,12 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
             {
                 // Apply Scissor, Bind texture, Draw
                 const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
-                ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
-                ctx->RSSetScissorRects(1, &r);
-                ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+                if (r.right > r.left && r.bottom > r.top)
+                {
+                    ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
+                    ctx->RSSetScissorRects(1, &r);
+                    ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+                }
             }
         }
         global_idx_offset += cmd_list->IdxBuffer.Size;

+ 4 - 2
examples/imgui_impl_dx12.h

@@ -5,8 +5,10 @@
 //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-// Missing features, issues:
-//  [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
+
+// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

+ 20 - 14
examples/imgui_impl_opengl3.cpp

@@ -15,6 +15,7 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
 //  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
 //  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
 //  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
@@ -83,7 +84,6 @@
 #include <stdint.h>     // intptr_t
 #endif
 
-
 // GL includes
 #if defined(IMGUI_IMPL_OPENGL_ES2)
 #include <GLES2/gl2.h>
@@ -126,10 +126,13 @@ using namespace gl;
 #endif
 
 // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
-#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
-#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET   0
-#else
-#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET   1
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+#endif
+
+// Desktop GL 3.3+ has glBindSampler()
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
 #endif
 
 // OpenGL Data
@@ -161,7 +164,7 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
     // Setup back-end capabilities flags
     ImGuiIO& io = ImGui::GetIO();
     io.BackendRendererName = "imgui_impl_opengl3";
-#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
     if (g_GlVersion >= 320)
         io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 #endif
@@ -274,10 +277,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
     glUseProgram(g_ShaderHandle);
     glUniform1i(g_AttribLocationTex, 0);
     glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
-#ifdef GL_SAMPLER_BINDING
-    glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
+    
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+    if (g_GlVersion >= 330)
+        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
 #endif
-
+    
     (void)vertex_array_object;
 #ifndef IMGUI_IMPL_OPENGL_ES2
     glBindVertexArray(vertex_array_object);
@@ -310,8 +315,8 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
     glActiveTexture(GL_TEXTURE0);
     GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
     GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
-#ifdef GL_SAMPLER_BINDING
-    GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+    GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
 #endif
     GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
 #ifndef IMGUI_IMPL_OPENGL_ES2
@@ -383,7 +388,7 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
 
                     // Bind texture, Draw
                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
-#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
                     if (g_GlVersion >= 320)
                         glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
                     else
@@ -402,8 +407,9 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
     // Restore modified GL state
     glUseProgram(last_program);
     glBindTexture(GL_TEXTURE_2D, last_texture);
-#ifdef GL_SAMPLER_BINDING
-    glBindSampler(0, last_sampler);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
+    if (g_GlVersion >= 330)
+        glBindSampler(0, last_sampler);
 #endif
     glActiveTexture(last_active_texture);
 #ifndef IMGUI_IMPL_OPENGL_ES2

+ 5 - 4
imconfig.h

@@ -3,10 +3,11 @@
 // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
 // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
 //-----------------------------------------------------------------------------
-// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h)
-// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
-// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
-// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
+// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
+// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
+//-----------------------------------------------------------------------------
+// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
+// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
 // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
 // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
 //-----------------------------------------------------------------------------

+ 71 - 31
imgui.cpp

@@ -382,7 +382,9 @@ CODE
                           If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
  - 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
 
-
+ - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
+ - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
+ - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. It was also getting in the way of better font scaling, so let's get rid of it now!
  - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
                        replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
                        worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
@@ -394,7 +396,7 @@ CODE
                        for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
                      - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
  - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
- - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
+ - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
  - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
  - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
  - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
@@ -7417,6 +7419,20 @@ void ImGui::PushOverrideID(ImGuiID id)
     window->IDStack.push_back(id);
 }
 
+// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
+// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
+//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
+ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
+{
+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+    ImGui::KeepAliveID(id);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+    ImGuiContext& g = *GImGui;
+    IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
+#endif
+    return id;
+}
+
 void ImGui::PopID()
 {
     ImGuiWindow* window = GImGui->CurrentWindow;
@@ -8642,8 +8658,9 @@ void ImGui::EndPopup()
     g.WithinEndChild = false;
 }
 
-// Open a popup if mouse button is released over the item
-bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
+// Helper to open a popup if mouse button is released over the item
+// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
+void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
 {
     ImGuiWindow* window = GImGui->CurrentWindow;
     int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
@@ -8652,16 +8669,14 @@ bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags
         ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
         IM_ASSERT(id != 0);                                                  // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
         OpenPopupEx(id, popup_flags);
-        return true;
     }
-    return false;
 }
 
 // This is a helper to handle the simplest case of associating one named popup to one given widget.
 // - You can pass a NULL str_id to use the identifier of the last item.
 // - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
-// - This is essentially the same as calling OpenPopupContextItem() + BeginPopup() but written to avoid
-//   computing the ID twice because BeginPopupContextXXX functions are called very frequently.
+// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid
+//   computing the ID twice because BeginPopupContextXXX functions may be called very frequently.
 bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
 {
     ImGuiWindow* window = GImGui->CurrentWindow;
@@ -8733,26 +8748,47 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
         }
     }
 
-    // Default popup policy
-    const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
-    for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+    // Tooltip and Default popup policy
+    // (Always first try the direction we used on the last frame, if any)
+    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
     {
-        const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
-        if (n != -1 && dir == *last_dir) // Already tried this direction?
-            continue;
-        float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
-        float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
-        if (avail_w < size.x || avail_h < size.y)
-            continue;
-        ImVec2 pos;
-        pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
-        pos.y = (dir == ImGuiDir_Up)   ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down)  ? r_avoid.Max.y : base_pos_clamped.y;
-        *last_dir = dir;
-        return pos;
+        const ImGuiDir dir_prefered_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];
+            if (n != -1 && dir == *last_dir) // Already tried this direction?
+                continue;
+
+            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
+            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
+
+            // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
+            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
+                continue;
+            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
+                continue;
+
+            ImVec2 pos;
+            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
+            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
+
+            // Clamp top-left corner of popup
+            pos.x = ImMax(pos.x, r_outer.Min.x);
+            pos.y = ImMax(pos.y, r_outer.Min.y);
+
+            *last_dir = dir;
+            return pos;
+        }
     }
 
-    // Fallback, try to keep within display
+    // Fallback when not enough room:
     *last_dir = ImGuiDir_None;
+
+    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+    if (policy == ImGuiPopupPositionPolicy_Tooltip)
+        return ref_pos + ImVec2(2, 2); 
+
+    // Otherwise try to keep within display
     ImVec2 pos = ref_pos;
     pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
     pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
@@ -8797,13 +8833,13 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
             r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
         else
             r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
-        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
     }
     if (window->Flags & ImGuiWindowFlags_Popup)
     {
         ImRect r_outer = GetWindowAllowedExtentRect(window);
         ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
-        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
     }
     if (window->Flags & ImGuiWindowFlags_Tooltip)
     {
@@ -8816,10 +8852,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
             r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
         else
             r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
-        ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
-        if (window->AutoPosLastDirection == ImGuiDir_None)
-            pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
-        return pos;
+        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
     }
     IM_ASSERT(0);
     return window->Pos;
@@ -15774,6 +15807,13 @@ void ImGui::ShowMetricsWindow(bool* p_open)
             if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
             bool open = ImGui::TreeNode(tab_bar, "%s", buf);
             if (!is_active) { PopStyleColor(); }
+            if (is_active && ImGui::IsItemHovered())
+            {
+                ImDrawList* draw_list = ImGui::GetForegroundDrawList();
+                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));
+            }
             if (open)
             {
                 for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
@@ -15782,7 +15822,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
                     ImGui::PushID(tab);
                     if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
                     if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine();
-                    ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "");
+                    ImGui::Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth);
                     ImGui::PopID();
                 }
                 ImGui::TreePop();

+ 18 - 12
imgui.h

@@ -632,13 +632,13 @@ namespace ImGui
     //  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
     //  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
     IMGUI_API void          OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0);                     // call to mark popup as open (don't call every frame!).
-    IMGUI_API bool          OpenPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
+    IMGUI_API void          OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);   // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
     IMGUI_API void          CloseCurrentPopup();                                                                // manually close the popup we have begin-ed into.
     // Popups: open+begin combined functions helpers
     //  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
     //  - They are convenient to easily create context menus, hence the name.
     //  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
-    //  - We exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter. Passing a mouse button to ImGuiPopupFlags is guaranteed to be legal.
+    //  - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
     IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
     IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
     IMGUI_API bool          BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);  // open+begin popup when clicked in void (where there are no windows).
@@ -666,8 +666,9 @@ namespace ImGui
     // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved.
     IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
     IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
-    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
+    IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
     IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
+    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
@@ -931,13 +932,15 @@ enum ImGuiTreeNodeFlags_
 //   small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
 //   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
 // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
+//   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
+//   and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
 // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
 enum ImGuiPopupFlags_
 {
     ImGuiPopupFlags_None                    = 0,
-    ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranted to always be == 0 (same as ImGuiMouseButton_Left)
-    ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranted to always be == 1 (same as ImGuiMouseButton_Right)
-    ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranted to always be == 2 (same as ImGuiMouseButton_Middle)
+    ImGuiPopupFlags_MouseButtonLeft         = 0,        // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
+    ImGuiPopupFlags_MouseButtonRight        = 1,        // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
+    ImGuiPopupFlags_MouseButtonMiddle       = 2,        // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
     ImGuiPopupFlags_MouseButtonMask_        = 0x1F,
     ImGuiPopupFlags_MouseButtonDefault_     = 1,
     ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
@@ -996,7 +999,10 @@ enum ImGuiTabItemFlags_
     ImGuiTabItemFlags_SetSelected                   = 1 << 1,   // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
     ImGuiTabItemFlags_NoCloseWithMiddleMouseButton  = 1 << 2,   // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
     ImGuiTabItemFlags_NoPushId                      = 1 << 3,   // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
-    ImGuiTabItemFlags_NoTooltip                     = 1 << 4    // Disable tooltip for the given tab
+    ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab
+    ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab
+    ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)
+    ImGuiTabItemFlags_Trailing                      = 1 << 7    // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
 };
 
 // Flags for ImGui::IsWindowFocused()
@@ -1815,7 +1821,9 @@ struct ImGuiPayload
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
 namespace ImGui
 {
-    // OBSOLETED in 1.78 (from August 2020)
+    // OBSOLETED in 1.79 (from August 2020)
+    static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
+    // OBSOLETED in 1.78 (from June 2020)
     // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
     // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
     IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
@@ -1831,9 +1839,8 @@ namespace ImGui
     static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
     static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
     // OBSOLETED in 1.77 (from June 2020)
-    static inline bool  OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mb = 1)          { return OpenPopupContextItem(str_id, mb); } // Passing a mouse button to ImGuiPopupFlags is legal
     static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
-    // OBSOLETED in 1.72 (from July 2019)
+    // OBSOLETED in 1.72 (from April 2019)
     static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
     // OBSOLETED in 1.71 (from June 2019)
     static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
@@ -2509,11 +2516,10 @@ struct ImFont
     float                       FallbackAdvanceX;   // 4     // out // = FallbackGlyph->AdvanceX
     float                       FontSize;           // 4     // in  //            // Height of characters/line, set during loading (don't change after loading)
 
-    // Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
+    // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
     ImVector<ImWchar>           IndexLookup;        // 12-16 // out //            // Sparse. Index glyphs by Unicode code-point.
     ImVector<ImFontGlyph>       Glyphs;             // 12-16 // out //            // All glyphs.
     const ImFontGlyph*          FallbackGlyph;      // 4-8   // out // = FindGlyph(FontFallbackChar)
-    ImVec2                      DisplayOffset;      // 8     // in  // = (0,0)    // Offset font rendering by xx pixels
 
     // Members: Cold ~32/40 bytes
     ImFontAtlas*                ContainerAtlas;     // 4-8   // out //            // What we has been loaded into

+ 76 - 12
imgui_demo.cpp

@@ -909,7 +909,7 @@ static void ShowDemoWindowWidgets()
                 ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
                 if (n == 0)
                     ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
-                if (n == 1)
+                else
                     ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");
 
                 // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
@@ -1008,7 +1008,7 @@ static void ShowDemoWindowWidgets()
             int frame_padding = -1 + i;                             // -1 == uses default padding (style.FramePadding)
             ImVec2 size = ImVec2(32.0f, 32.0f);                     // Size of the image we want to make visible
             ImVec2 uv0 = ImVec2(0.0f, 0.0f);                        // UV coordinates for lower-left
-            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32 / my_tex_h);   // UV coordinates for (32,32) in our texture
+            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture
             ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);         // Black background
             ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);       // No tint
             if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col))
@@ -1037,7 +1037,7 @@ static void ShowDemoWindowWidgets()
         // stored in the object itself, etc.)
         const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
         static int item_current_idx = 0;                    // Here our selection data is an index.
-        const char* combo_label = items[item_current_idx];  // Label to preview before opening the combo (technically could be anything)(
+        const char* combo_label = items[item_current_idx];  // Label to preview before opening the combo (technically it could be anything)
         if (ImGui::BeginCombo("combo 1", combo_label, flags))
         {
             for (int n = 0; n < IM_ARRAYSIZE(items); n++)
@@ -2412,6 +2412,72 @@ static void ShowDemoWindowLayout()
             ImGui::Separator();
             ImGui::TreePop();
         }
+
+        if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
+        {
+            static ImVector<int> active_tabs;
+            static int next_tab_id = 0;
+            if (next_tab_id == 0) // Initialize with some default tabs
+                for (int i = 0; i < 3; i++)
+                    active_tabs.push_back(next_tab_id++);
+
+            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
+            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
+            // but they tend to make more sense together)
+            static bool show_leading_button = true;
+            static bool show_trailing_button = true;
+            ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
+            ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
+
+            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
+            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
+            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+            {
+                // Demo a Leading TabItemButton(): click the "?" button to open a menu
+                if (show_leading_button)
+                    if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
+                        ImGui::OpenPopup("MyHelpMenu");
+                if (ImGui::BeginPopup("MyHelpMenu"))
+                {
+                    ImGui::Selectable("Hello!");
+                    ImGui::EndPopup();
+                }
+
+                // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")
+                // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
+                if (show_trailing_button)
+                    if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
+                        active_tabs.push_back(next_tab_id++); // Add new tab
+
+                // Submit our regular tabs
+                for (int n = 0; n < active_tabs.Size; )
+                {
+                    bool open = true;
+                    char name[16];
+                    snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
+                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
+                    {
+                        ImGui::Text("This is the %s tab!", name);
+                        ImGui::EndTabItem();
+                    }
+
+                    if (!open)
+                        active_tabs.erase(active_tabs.Data + n);
+                    else
+                        n++;
+                }
+
+                ImGui::EndTabBar();
+            }
+            ImGui::Separator();
+            ImGui::TreePop();
+        }
         ImGui::TreePop();
     }
 
@@ -3035,11 +3101,11 @@ static void ShowDemoWindowPopups()
             ImGui::EndPopup();
         }
 
-        // We can also use OpenPopupContextItem() which is the same as BeginPopupContextItem() but without the
+        // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the
         // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1)
         // will toggle the visibility of the popup above.
         ImGui::Text("(You can also right-click me to open the same popup as above.)");
-        ImGui::OpenPopupContextItem("item context menu", 1);
+        ImGui::OpenPopupOnItemClick("item context menu", 1);
 
         // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem().
         // BeginPopupContextItem() will use the last item ID as the popup ID.
@@ -3797,7 +3863,6 @@ static void NodeFont(ImFont* font)
         "You may oversample them to get some flexibility with scaling. "
         "You can also render at multiple sizes and select which one to use at runtime.\n\n"
         "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
-    ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
     ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
     ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
     ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
@@ -3806,8 +3871,8 @@ static void NodeFont(ImFont* font)
     for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
         if (font->ConfigData)
             if (const ImFontConfig* cfg = &font->ConfigData[config_i])
-                ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d",
-                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
+                ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
+                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
     if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
     {
         // Display all glyphs of the fonts in separate pages of 256 characters
@@ -5024,8 +5089,10 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
     const float DISTANCE = 10.0f;
     static int corner = 0;
     ImGuiIO& io = ImGui::GetIO();
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
     if (corner != -1)
     {
+        window_flags |= ImGuiWindowFlags_NoMove;
         ImGuiViewport* viewport = ImGui::GetMainViewport();
         ImVec2 work_area_pos = viewport->GetWorkPos();   // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any!
         ImVec2 work_area_size = viewport->GetWorkSize();
@@ -5035,9 +5102,6 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
         ImGui::SetNextWindowViewport(viewport->ID);
     }
     ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
-    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
-    if (corner != -1)
-        window_flags |= ImGuiWindowFlags_NoMove;
     if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
     {
         ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
@@ -5269,7 +5333,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
             // Context menu (under default mouse threshold)
             ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
             if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
-                ImGui::OpenPopupContextItem("context");
+                ImGui::OpenPopupOnItemClick("context");
             if (ImGui::BeginPopup("context"))
             {
                 if (adding_line)

+ 7 - 8
imgui_draw.cpp

@@ -345,7 +345,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
 }
 
 //-----------------------------------------------------------------------------
-// ImDrawList
+// [SECTION] ImDrawList
 //-----------------------------------------------------------------------------
 
 ImDrawListSharedData::ImDrawListSharedData()
@@ -1411,7 +1411,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
 
 
 //-----------------------------------------------------------------------------
-// ImDrawListSplitter
+// [SECTION] ImDrawListSplitter
 //-----------------------------------------------------------------------------
 // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
 //-----------------------------------------------------------------------------
@@ -1897,11 +1897,11 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
     if (font_cfg.Name[0] == '\0')
         ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
     font_cfg.EllipsisChar = (ImWchar)0x0085;
+    font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f);  // Add +1 offset per 13 units
 
     const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
     const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
     ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
-    font->DisplayOffset.y = 1.0f;
     return font;
 }
 
@@ -2774,7 +2774,6 @@ ImFont::ImFont()
     FallbackAdvanceX = 0.0f;
     FallbackChar = (ImWchar)'?';
     EllipsisChar = (ImWchar)-1;
-    DisplayOffset = ImVec2(0.0f, 0.0f);
     FallbackGlyph = NULL;
     ContainerAtlas = NULL;
     ConfigData = NULL;
@@ -3169,8 +3168,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
     if (!glyph || !glyph->Visible)
         return;
     float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
-    pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
-    pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
+    pos.x = IM_FLOOR(pos.x);
+    pos.y = IM_FLOOR(pos.y);
     draw_list->PrimReserve(6, 4);
     draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
 }
@@ -3181,8 +3180,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
         text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
 
     // Align to be pixel perfect
-    pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
-    pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
+    pos.x = IM_FLOOR(pos.x);
+    pos.y = IM_FLOOR(pos.y);
     float x = pos.x;
     float y = pos.y;
     if (y > clip_rect.w)

+ 13 - 7
imgui_internal.h

@@ -789,7 +789,8 @@ enum ImGuiNavLayer
 enum ImGuiPopupPositionPolicy
 {
     ImGuiPopupPositionPolicy_Default,
-    ImGuiPopupPositionPolicy_ComboBox
+    ImGuiPopupPositionPolicy_ComboBox,
+    ImGuiPopupPositionPolicy_Tooltip
 };
 
 struct ImGuiDataTypeTempStorage
@@ -1906,8 +1907,9 @@ enum ImGuiTabBarFlagsPrivate_
 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_Unsorted                  = 1 << 21,  // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
-    ImGuiTabItemFlags_Preview                   = 1 << 22   // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
+    ImGuiTabItemFlags_Button                    = 1 << 21,  // Used by TabItemButton, change the tab item behavior to mimic a button
+    ImGuiTabItemFlags_Unsorted                  = 1 << 22,  // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
+    ImGuiTabItemFlags_Preview                   = 1 << 23   // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
 };
 
 // Storage for one active tab item (sizeof() 32~40 bytes)
@@ -1920,12 +1922,13 @@ struct ImGuiTabItem
     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
     float               Width;                  // Width currently displayed
-    float               ContentWidth;           // Width of actual contents, stored during BeginTabItem() call
+    float               ContentWidth;           // Width of label, stored during BeginTabItem() call
     ImS16               NameOffset;             // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
     ImS8                BeginOrder;             // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
+    ImS8                IndexDuringLayout;      // Index only used during TabBarLayout()
     bool                WantClose;              // Marked as closed by SetTabItemClosed()
 
-    ImGuiTabItem()      { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; WantClose = false; }
+    ImGuiTabItem()      { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; }
 };
 
 // Storage for a tab bar (sizeof() 92~96 bytes)
@@ -1942,17 +1945,19 @@ struct ImGuiTabBar
     float               LastTabContentHeight;   // Record the height of contents submitted below the tab bar
     float               WidthAllTabs;           // Actual width of all tabs (locked during layout)
     float               WidthAllTabsIdeal;      // Ideal width if all tabs were visible and not clipped
-    float               OffsetNextTab;          // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
     float               ScrollingAnim;
     float               ScrollingTarget;
     float               ScrollingTargetDistToVisibility;
     float               ScrollingSpeed;
+    float               ScrollingRectMinX;
+    float               ScrollingRectMaxX;
     ImGuiTabBarFlags    Flags;
     ImGuiID             ReorderRequestTabId;
     ImS8                ReorderRequestDir;
     ImS8                TabsActiveCount;        // Number of tabs submitted this frame.
     bool                WantLayout;
     bool                VisibleTabWasSubmitted;
+    bool                TabsAddedNew;           // Set to true when a new tab item or button has been added to the tab bar during last frame
     short               LastTabItemIdx;         // Index of last BeginTabItem() tab for use by EndTabItem() 
     ImVec2              FramePadding;           // style.FramePadding locked at the time of BeginTabBar()
     ImGuiTextBuffer     TabsNames;              // For non-docking tab bar we re-append names in a contiguous buffer.
@@ -2061,6 +2066,7 @@ namespace ImGui
     IMGUI_API void          KeepAliveID(ImGuiID id);
     IMGUI_API void          MarkItemEdited(ImGuiID id);     // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
     IMGUI_API void          PushOverrideID(ImGuiID id);     // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
+    IMGUI_API ImGuiID       GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);
 
     // Basic Helpers for widget code
     IMGUI_API void          ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
@@ -2094,7 +2100,7 @@ namespace ImGui
     IMGUI_API void          BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
     IMGUI_API ImGuiWindow*  GetTopMostPopupModal();
     IMGUI_API ImVec2        FindBestWindowPosForPopup(ImGuiWindow* window);
-    IMGUI_API ImVec2        FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
+    IMGUI_API ImVec2        FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
 
     // Gamepad/Keyboard Navigation
     IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit);

+ 281 - 114
imgui_widgets.cpp

@@ -274,7 +274,10 @@ void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
 void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
 {
     PushStyleColor(ImGuiCol_Text, col);
-    TextV(fmt, args);
+    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
+        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting
+    else
+        TextV(fmt, args);
     PopStyleColor();
 }
 
@@ -288,8 +291,12 @@ void ImGui::TextDisabled(const char* fmt, ...)
 
 void ImGui::TextDisabledV(const char* fmt, va_list args)
 {
-    PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
-    TextV(fmt, args);
+    ImGuiContext& g = *GImGui;
+    PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
+        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting
+    else
+        TextV(fmt, args);
     PopStyleColor();
 }
 
@@ -303,11 +310,14 @@ void ImGui::TextWrapped(const char* fmt, ...)
 
 void ImGui::TextWrappedV(const char* fmt, va_list args)
 {
-    ImGuiWindow* window = GetCurrentWindow();
-    bool need_backup = (window->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set
+    ImGuiContext& g = *GImGui;
+    bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set
     if (need_backup)
         PushTextWrapPos(0.0f);
-    TextV(fmt, args);
+    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
+        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting
+    else
+        TextV(fmt, args);
     if (need_backup)
         PopTextWrapPos();
 }
@@ -1423,11 +1433,13 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
 }
 
 // Shrink excess width from a set of item, by removing width from the larger items first.
+// Set items Width to -1.0f to disable shrinking this item.
 void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
 {
     if (count == 1)
     {
-        items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
+        if (items[0].Width >= 0.0f)
+            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
         return;
     }
     ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
@@ -1436,7 +1448,9 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc
     {
         while (count_same_width < count && items[0].Width <= items[count_same_width].Width)
             count_same_width++;
-        float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+        float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+        if (max_width_to_remove_per_item <= 0.0f)
+            break;
         float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
         for (int item_n = 0; item_n < count_same_width; item_n++)
             items[item_n].Width -= width_to_remove_per_item;
@@ -3587,6 +3601,8 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
 #define STB_TEXTEDIT_K_REDO         0x20000B // keyboard input to perform redo
 #define STB_TEXTEDIT_K_WORDLEFT     0x20000C // keyboard input to move cursor left one word
 #define STB_TEXTEDIT_K_WORDRIGHT    0x20000D // keyboard input to move cursor right one word
+#define STB_TEXTEDIT_K_PGUP         0x20000E // keyboard input to move cursor up a page
+#define STB_TEXTEDIT_K_PGDOWN       0x20000F // keyboard input to move cursor down a page
 #define STB_TEXTEDIT_K_SHIFT        0x400000
 
 #define STB_TEXTEDIT_IMPLEMENTATION
@@ -3853,6 +3869,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
     bool clear_active_id = false;
     bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
 
+    float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
+
     const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
     const bool init_state = (init_make_active || user_scroll_active);
     if (init_state && g.ActiveId != id)
@@ -3913,7 +3931,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);
         g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End);
         if (is_multiline)
-            g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead.
+            g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown);
         if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput))  // Disable keyboard tabbing out as we will use the \t character.
             g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab);
     }
@@ -3955,7 +3973,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         ImFont* password_font = &g.InputTextPasswordFont;
         password_font->FontSize = g.Font->FontSize;
         password_font->Scale = g.Font->Scale;
-        password_font->DisplayOffset = g.Font->DisplayOffset;
         password_font->Ascent = g.Font->Ascent;
         password_font->Descent = g.Font->Descent;
         password_font->ContainerAtlas = g.Font->ContainerAtlas;
@@ -4053,6 +4070,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         IM_ASSERT(state != NULL);
         IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here.
 
+        const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);
+        state->Stb.row_count_per_page = row_count_per_page;
+
         const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
         const bool is_osx = io.ConfigMacOSXBehaviors;
         const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift));
@@ -4072,6 +4092,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
         else if (IsKeyPressedMap(ImGuiKey_RightArrow))                  { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
         else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
         else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
+        else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline)      { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }
+        else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline)    { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }
         else if (IsKeyPressedMap(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
         else if (IsKeyPressedMap(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
         else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly)      { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
@@ -4441,12 +4463,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
             if (is_multiline)
             {
                 // Test if cursor is vertically visible
-                float scroll_y = draw_window->Scroll.y;
-                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
                 if (cursor_offset.y - g.FontSize < scroll_y)
                     scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
                 else if (cursor_offset.y - inner_size.y >= scroll_y)
                     scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
+                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
                 scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);
                 draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag
                 draw_window->Scroll.y = scroll_y;
@@ -4692,7 +4713,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
                 value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
             }
             if (!(flags & ImGuiColorEditFlags_NoOptions))
-                OpenPopupContextItem("context");
+                OpenPopupOnItemClick("context");
         }
     }
     else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
@@ -4717,7 +4738,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
                 sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
         }
         if (!(flags & ImGuiColorEditFlags_NoOptions))
-            OpenPopupContextItem("context");
+            OpenPopupOnItemClick("context");
     }
 
     ImGuiWindow* picker_active_window = NULL;
@@ -4738,7 +4759,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
             }
         }
         if (!(flags & ImGuiColorEditFlags_NoOptions))
-            OpenPopupContextItem("context");
+            OpenPopupOnItemClick("context");
 
         if (BeginPopup("picker"))
         {
@@ -4958,7 +4979,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
             }
         }
         if (!(flags & ImGuiColorEditFlags_NoOptions))
-            OpenPopupContextItem("context");
+            OpenPopupOnItemClick("context");
     }
     else if (flags & ImGuiColorEditFlags_PickerHueBar)
     {
@@ -4971,7 +4992,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
             value_changed = value_changed_sv = true;
         }
         if (!(flags & ImGuiColorEditFlags_NoOptions))
-            OpenPopupContextItem("context");
+            OpenPopupOnItemClick("context");
 
         // Hue bar logic
         SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
@@ -5891,7 +5912,8 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
         float button_size = g.FontSize;
         float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);
         float button_y = window->DC.LastItemRect.Min.y;
-        if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y)))
+        ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
+        if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
             *p_open = false;
         last_item_backup.Restore();
     }
@@ -6811,13 +6833,22 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
 // - TabBarTabListPopupButton() [Internal]
 //-------------------------------------------------------------------------
 
+struct ImGuiTabBarSection
+{
+    int                 TabCount;               // Number of tabs in this section.
+    float               Width;                  // Sum of width of tabs in this section (after shrinking down)
+    float               Spacing;                // Horizontal spacing at the end of the section.
+
+    ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }
+};
+
 namespace ImGui
 {
     static void             TabBarLayout(ImGuiTabBar* tab_bar);
     static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
     static float            TabBarCalcMaxTabWidth();
     static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
-    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections);
     static ImGuiTabItem*    TabBarScrollingButtons(ImGuiTabBar* tab_bar);
     static ImGuiTabItem*    TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
 }
@@ -6828,16 +6859,28 @@ ImGuiTabBar::ImGuiTabBar()
     SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
     CurrFrameVisible = PrevFrameVisible = -1;
     LastTabContentHeight = 0.0f;
-    WidthAllTabs = WidthAllTabsIdeal = OffsetNextTab = 0.0f;
+    WidthAllTabs = WidthAllTabsIdeal = 0.0f;
     ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
+    ScrollingRectMinX = ScrollingRectMaxX = 0.0f;
     Flags = ImGuiTabBarFlags_None;
     ReorderRequestTabId = 0;
     ReorderRequestDir = 0;
     TabsActiveCount = 0;
-    WantLayout = VisibleTabWasSubmitted = false;
+    WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false;
     LastTabItemIdx = -1;
 }
 
+static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)
+{
+    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+    const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+    const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+    if (a_section != b_section)
+        return a_section - b_section;
+    return (int)(a->IndexDuringLayout - b->IndexDuringLayout);
+}
+
 static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)
 {
     const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
@@ -6894,10 +6937,11 @@ bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
         return true;
     }
 
-    // When toggling ImGuiTabBarFlags_Reorderable flag, ensure tabs are ordered based on their submission order.
-    if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1)
-        if ((flags & ImGuiTabBarFlags_DockNode) == 0)
+    // 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)))
+        if (tab_bar->Tabs.Size > 1 && (flags & ImGuiTabBarFlags_DockNode) == 0)
             ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
+    tab_bar->TabsAddedNew = false;
 
     // Flags
     if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
@@ -6971,7 +7015,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     tab_bar->WantLayout = false;
 
     // Garbage collect by compacting list
+    // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
     int tab_dst_n = 0;
+    bool need_sort_by_section = false;
+    ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing
     for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
     {
         ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];
@@ -6985,11 +7032,32 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
         }
         if (tab_dst_n != tab_src_n)
             tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
+
+        tab = &tab_bar->Tabs[tab_dst_n];
+        tab->IndexDuringLayout = (ImS8)tab_dst_n;
+
+        // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
+        ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];
+        int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+        int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+        if (tab_dst_n > 0 && curr_tab_section_n == 0 && prev_tab_section_n != 0)
+            need_sort_by_section = true;
+        if (tab_dst_n > 0 && prev_tab_section_n == 2 && curr_tab_section_n != 2)
+            need_sort_by_section = true;
+
+        sections[curr_tab_section_n].TabCount++;
         tab_dst_n++;
     }
     if (tab_bar->Tabs.Size != tab_dst_n)
         tab_bar->Tabs.resize(tab_dst_n);
 
+    if (need_sort_by_section)
+        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);
+
+    // Calculate spacing between sections
+    sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+    sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+
     // Setup next selected tab
     ImGuiID scroll_track_selected_tab_id = 0;
     if (tab_bar->NextSelectedTabId)
@@ -7011,23 +7079,29 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
     const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
     if (tab_list_popup_button)
-        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x!
+        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
             scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
 
-    // Compute ideal widths
+    // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central
+    // (whereas our tabs are stored as: leading, central, trailing)
+    int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };
     g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
-    float width_total_contents = 0.0f;
+
+    // Compute ideal tabs widths + store them into shrink buffer
     ImGuiTabItem* most_recently_selected_tab = NULL;
+    int curr_section_n = -1;
     bool found_selected_tab_id = false;
     for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
     {
         ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
         IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
 
-        if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected)
+        if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))
             most_recently_selected_tab = tab;
         if (tab->ID == tab_bar->SelectedTabId)
             found_selected_tab_id = true;
+        if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
+            scroll_track_selected_tab_id = tab->ID;
 
         // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
         // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
@@ -7036,56 +7110,87 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
         const bool has_close_button = tab->Window ? tab->Window->HasCloseButton : ((tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0);
         tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;
 
-        width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth;
+        int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+        ImGuiTabBarSection* section = &sections[section_n];
+        section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
+        curr_section_n = section_n;
 
         // Store data so we can build an array sorted by width if we need to shrink tabs down
-        g.ShrinkWidthBuffer[tab_n].Index = tab_n;
-        g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth;
-    }
+        int shrink_buffer_index = shrink_buffer_indexes[section_n]++;
+        g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n;
+        g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth;
 
-    // Compute width
-    const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x;
-    const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f);
-    float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f;
-    if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown))
-    {
-        // If we don't have enough room, resize down the largest tabs first
-        ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
-        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
-            tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
+        IM_ASSERT(tab->ContentWidth > 0.0f);
+        tab->Width = tab->ContentWidth;
     }
+
+    // Compute total ideal width (used for e.g. auto-resizing a window)
+    tab_bar->WidthAllTabsIdeal = 0.0f;
+    for (int section_n = 0; section_n < 3; section_n++)
+        tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
+
+    // Horizontal scrolling buttons
+    // (note that TabBarScrollButtons() will alter BarRect.Max.x)
+    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))
+        if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar))
+        {
+            scroll_track_selected_tab_id = scroll_track_selected_tab->ID;
+            if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button))
+                tab_bar->SelectedTabId = scroll_track_selected_tab_id;
+        }
+
+    // Shrink widths if full tabs don't fit in their allocated space
+    float section_0_w = sections[0].Width + sections[0].Spacing;
+    float section_1_w = sections[1].Width + sections[1].Spacing;
+    float section_2_w = sections[2].Width + sections[2].Spacing;
+    bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();
+    float width_excess;
+    if (central_section_is_visible)
+        width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section
     else
+        width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section
+
+    // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore
+    if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))
     {
-        const float tab_max_width = TabBarCalcMaxTabWidth();
-        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+        int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
+        int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);
+        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);
+
+        // Apply shrunk values into tabs and sections
+        for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)
         {
-            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
-            tab->Width = ImMin(tab->ContentWidth, tab_max_width);
-            IM_ASSERT(tab->Width > 0.0f);
+            ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
+            float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
+            if (shrinked_width < 0.0f)
+                continue;
+
+            int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+            sections[section_n].Width -= (tab->Width - shrinked_width);
+            tab->Width = shrinked_width;
         }
     }
 
     // Layout all active tabs
-    float offset_x = initial_offset_x;
-    float offset_x_ideal = offset_x;
-    tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored.
-    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+    int section_tab_index = 0;
+    float tab_offset = 0.0f;
+    tab_bar->WidthAllTabs = 0.0f;
+    for (int section_n = 0; section_n < 3; section_n++)
     {
-        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
-        tab->Offset = offset_x;
-        if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
-            scroll_track_selected_tab_id = tab->ID;
-        offset_x += tab->Width + g.Style.ItemInnerSpacing.x;
-        offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x;
-    }
-    tab_bar->WidthAllTabs = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f);
-    tab_bar->WidthAllTabsIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f);
+        ImGuiTabBarSection* section = &sections[section_n];
+        if (section_n == 2)
+            tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);
 
-    // Horizontal scrolling buttons
-    const bool scrolling_buttons = (tab_bar->WidthAllTabs > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll);
-    if (scrolling_buttons)
-        if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x!
-            scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+        for (int tab_n = 0; tab_n < section->TabCount; tab_n++)
+        {
+            ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
+            tab->Offset = tab_offset;
+            tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
+        }
+        tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
+        tab_offset += section->Spacing;
+        section_tab_index += section->TabCount;
+    }
 
     // If we have lost the selected tab, select the next most recently active one
     if (found_selected_tab_id == false)
@@ -7104,7 +7209,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     // Update scrolling
     if (scroll_track_selected_tab_id)
         if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
-            TabBarScrollToTab(tab_bar, scroll_track_selected_tab);
+            TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections);
     tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
     tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
     if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
@@ -7120,6 +7225,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     {
         tab_bar->ScrollingSpeed = 0.0f;
     }
+    tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
+    tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
 
     // Clear name buffers
     if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
@@ -7207,17 +7314,23 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
 // Called on manual closure attempt
 void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
 {
-    if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
+    IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button));
+    if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
     {
         // This will remove a frame of lag for selecting another tab on closure.
         // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
-        tab->LastFrameVisible = -1;
-        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+        tab->WantClose = true;
+        if (tab_bar->VisibleTabId == tab->ID)
+        {
+            tab->LastFrameVisible = -1;
+            tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+        }
     }
-    else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
+    else
     {
-        // Actually select before expecting closure
-        tab_bar->NextSelectedTabId = tab->ID;
+        // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)
+        if (tab_bar->VisibleTabId != tab->ID)
+            tab_bar->NextSelectedTabId = tab->ID;
     }
 }
 
@@ -7227,23 +7340,34 @@ static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
     return ImMax(scrolling, 0.0f);
 }
 
-static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections)
 {
+    if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))
+        return;
+
     ImGuiContext& g = *GImGui;
     float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
     int order = tab_bar->GetTabOrder(tab);
-    float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f);
-    float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f);
+
+    // Scrolling happens only in the central section (leading/trailing sections are not scrolling)
+    // FIXME: This is all confusing.
+    float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
+
+    // We make all tabs positions all relative Sections[0].Width to make code simpler
+    float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);
+    float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);
     tab_bar->ScrollingTargetDistToVisibility = 0.0f;
-    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth()))
+    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))
     {
+        // Scroll to the left
         tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
         tab_bar->ScrollingTarget = tab_x1;
     }
-    else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth())
+    else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)
     {
-        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f);
-        tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth();
+        // Scroll to the right
+        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);
+        tab_bar->ScrollingTarget = tab_x2 - scrollable_width;
     }
 }
 
@@ -7258,7 +7382,7 @@ void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, in
 bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)
 {
     ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);
-    if (!tab1)
+    if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))
         return false;
 
     //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
@@ -7266,11 +7390,16 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)
     if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)
         return false;
 
+    // Reordered TabItem must share the same position flags than target
     ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
+    if (tab2->Flags & ImGuiTabItemFlags_NoReorder)
+        return false;
+    if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)))
+        return false;
+
     ImGuiTabItem item_tmp = *tab1;
     *tab1 = *tab2;
     *tab2 = item_tmp;
-    tab1 = tab2 = NULL;
 
     if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
         MarkIniSettingsDirty();
@@ -7288,13 +7417,6 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
     const ImVec2 backup_cursor_pos = window->DC.CursorPos;
     //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));
 
-    const ImRect avail_bar_rect = tab_bar->BarRect;
-    bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f)));
-    if (want_clip_rect)
-        PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true);
-
-    ImGuiTabItem* tab_to_select = NULL;
-
     int select_dir = 0;
     ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
     arrow_col.w *= 0.5f;
@@ -7305,30 +7427,44 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
     const float backup_repeat_rate = g.IO.KeyRepeatRate;
     g.IO.KeyRepeatDelay = 0.250f;
     g.IO.KeyRepeatRate = 0.200f;
-    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y);
+    float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);
+    window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);
     if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
         select_dir = -1;
-    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y);
+    window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);
     if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
         select_dir = +1;
     PopStyleColor(2);
     g.IO.KeyRepeatRate = backup_repeat_rate;
     g.IO.KeyRepeatDelay = backup_repeat_delay;
 
-    if (want_clip_rect)
-        PopClipRect();
-
+    ImGuiTabItem* tab_to_scroll_to = NULL;
     if (select_dir != 0)
         if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
         {
             int selected_order = tab_bar->GetTabOrder(tab_item);
             int target_order = selected_order + select_dir;
-            tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible
+
+            // Skip tab item buttons until another tab item is found or end is reached
+            while (tab_to_scroll_to == NULL)
+            {
+                // If we are at the end of the list, still scroll to make our tab visible
+                tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];
+
+                // Cross through buttons
+                // (even if first/last item is a button, return it so we can update the scroll)
+                if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)
+                {
+                    target_order += select_dir;
+                    selected_order += select_dir;
+                    tab_to_scroll_to = (target_order <= 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;
+                }
+            }
         }
     window->DC.CursorPos = backup_cursor_pos;
     tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
 
-    return tab_to_select;
+    return tab_to_scroll_to;
 }
 
 static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
@@ -7355,6 +7491,9 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
         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;
+
             const char* tab_name = tab_bar->GetTabName(tab);
             if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
                 tab_to_select = tab;
@@ -7371,6 +7510,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
 //-------------------------------------------------------------------------
 // - BeginTabItem()
 // - EndTabItem()
+// - TabItemButton()
 // - TabItemEx() [Internal]
 // - SetTabItemClosed()
 // - TabItemCalcSize() [Internal]
@@ -7391,6 +7531,8 @@ bool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
         IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
         return false;
     }
+    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
+
     bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
     if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
     {
@@ -7419,6 +7561,22 @@ void    ImGui::EndTabItem()
         window->IDStack.pop_back();
 }
 
+bool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+    if (window->SkipItems)
+        return false;
+
+    ImGuiTabBar* tab_bar = g.CurrentTabBar;
+    if (tab_bar == NULL)
+    {
+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+        return false;
+    }
+    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
+}
+
 bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
 {
     // Layout whole tab bar if not already done
@@ -7444,6 +7602,9 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         return false;
     }
 
+    IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));
+    IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing
+
     // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)
     if (flags & ImGuiTabItemFlags_NoCloseButton)
         p_open = NULL;
@@ -7462,6 +7623,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         tab = &tab_bar->Tabs.back();
         tab->ID = id;
         tab->Width = size.x;
+        tab_bar->TabsAddedNew = true;
         tab_is_new = true;
     }
     tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
@@ -7471,6 +7633,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
     const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
     const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
+    const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
     tab->LastFrameVisible = g.FrameCount;
     tab->Flags = flags;
     tab->Window = docked_window;
@@ -7488,20 +7651,14 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator.
     }
 
-    // If we are not reorderable, always reset offset based on submission order.
-    // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
-    if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
-    {
-        tab->Offset = tab_bar->OffsetNextTab;
-        tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x;
-    }
-
     // Update selected tab
     if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
         if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
-            tab_bar->NextSelectedTabId = id;  // New tabs gets activated
+            if (!is_tab_button)
+                tab_bar->NextSelectedTabId = id;  // New tabs gets activated
     if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar
-        tab_bar->NextSelectedTabId = id;
+        if (!is_tab_button)
+            tab_bar->NextSelectedTabId = id;
 
     // Lock visibility
     // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
@@ -7521,6 +7678,8 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
         ItemAdd(ImRect(), id);
         PopItemFlag();
+        if (is_tab_button)
+            return false;
         return tab_contents_visible;
     }
 
@@ -7531,15 +7690,19 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
 
     // Layout
+    const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0;
     size.x = tab->Width;
-    window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
+    if (is_central_section)
+        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
+    else
+        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
     ImVec2 pos = window->DC.CursorPos;
     ImRect bb(pos, pos + size);
 
     // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
-    bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x);
+    const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);
     if (want_clip_rect)
-        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true);
+        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
 
     ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
     ItemSize(bb.GetSize(), style.FramePadding.y);
@@ -7554,12 +7717,12 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     }
 
     // Click to Select a tab
-    ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap);
+    ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap);
     if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW))
         button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
     bool hovered, held;
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
-    if (pressed)
+    if (pressed && !is_tab_button)
         tab_bar->NextSelectedTabId = id;
     hovered |= (g.HoveredId == id);
 
@@ -7654,13 +7817,14 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
     const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
     if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)))
-        tab_bar->NextSelectedTabId = id;
+        if (!is_tab_button)
+            tab_bar->NextSelectedTabId = id;
 
     if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
         flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
 
     // Render tab label, process close button
-    const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0;
+    const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
     bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible);
     if (just_closed && p_open != NULL)
     {
@@ -7679,6 +7843,9 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
             SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
 
+    IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected
+    if (is_tab_button)
+        return pressed;
     return tab_contents_visible;
 }
 
@@ -7727,7 +7894,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
     const float width = bb.GetWidth();
     IM_UNUSED(flags);
     IM_ASSERT(width > 0.0f);
-    const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f));
+    const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));
     const float y1 = bb.Min.y + 1.0f;
     const float y2 = bb.Max.y + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f);
     draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
@@ -8083,7 +8250,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
         float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
         float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
         column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
-        column->ClipRect.ClipWith(window->ClipRect);
+        column->ClipRect.ClipWithFull(window->ClipRect);
     }
 
     if (columns->Count > 1)

+ 55 - 25
imstb_textedit.h

@@ -148,6 +148,8 @@
 //    STB_TEXTEDIT_K_RIGHT       keyboard input to move cursor right
 //    STB_TEXTEDIT_K_UP          keyboard input to move cursor up
 //    STB_TEXTEDIT_K_DOWN        keyboard input to move cursor down
+//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page
+//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page
 //    STB_TEXTEDIT_K_LINESTART   keyboard input to move cursor to start of line  // e.g. HOME
 //    STB_TEXTEDIT_K_LINEEND     keyboard input to move cursor to end of line    // e.g. END
 //    STB_TEXTEDIT_K_TEXTSTART   keyboard input to move cursor to start of text  // e.g. ctrl-HOME
@@ -170,14 +172,10 @@
 //    STB_TEXTEDIT_K_TEXTSTART2          secondary keyboard input to move cursor to start of text
 //    STB_TEXTEDIT_K_TEXTEND2            secondary keyboard input to move cursor to end of text
 //
-// Todo:
-//    STB_TEXTEDIT_K_PGUP        keyboard input to move cursor up a page
-//    STB_TEXTEDIT_K_PGDOWN      keyboard input to move cursor down a page
-//
 // Keyboard input must be encoded as a single integer value; e.g. a character code
 // and some bitflags that represent shift states. to simplify the interface, SHIFT must
 // be a bitflag, so we can test the shifted state of cursor movements to allow selection,
-// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
+// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
 //
 // You can encode other things, such as CONTROL or ALT, in additional bits, and
 // then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
@@ -337,6 +335,10 @@ typedef struct
    // each textfield keeps its own insert mode state. to keep an app-wide
    // insert mode, copy this value in/out of the app state
 
+   int row_count_per_page;
+   // page size in number of row.
+   // this value MUST be set to >0 for pageup or pagedown in multilines documents.
+
    /////////////////////
    //
    // private data
@@ -855,12 +857,16 @@ retry:
          break;
 
       case STB_TEXTEDIT_K_DOWN:
-      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {
+      case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:
+      case STB_TEXTEDIT_K_PGDOWN:
+      case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
          StbFindState find;
          StbTexteditRow row;
-         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+         int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
+         int row_count = is_page ? state->row_count_per_page : 1;
 
-         if (state->single_line) {
+         if (!is_page && state->single_line) {
             // on windows, up&down in single-line behave like left&right
             key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
             goto retry;
@@ -869,17 +875,25 @@ retry:
          if (sel)
             stb_textedit_prep_selection_at_cursor(state);
          else if (STB_TEXT_HAS_SELECTION(state))
-            stb_textedit_move_to_last(str,state);
+            stb_textedit_move_to_last(str, state);
 
          // compute current position of cursor point
          stb_textedit_clamp(str, state);
          stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
 
-         // now find character position down a row
-         if (find.length) {
-            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
-            float x;
+         for (j = 0; j < row_count; ++j) {
+            float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
             int start = find.first_char + find.length;
+
+            if (find.length == 0)
+               break;
+
+            // [DEAR IMGUI]
+            // going down while being on the last line shouldn't bring us to that line end
+            if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
+               break;
+
+            // now find character position down a row
             state->cursor = start;
             STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
             x = row.x0;
@@ -901,17 +915,25 @@ retry:
 
             if (sel)
                state->select_end = state->cursor;
+
+            // go to next line
+            find.first_char = find.first_char + find.length;
+            find.length = row.num_chars;
          }
          break;
       }
          
       case STB_TEXTEDIT_K_UP:
-      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
+      case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
+      case STB_TEXTEDIT_K_PGUP:
+      case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
          StbFindState find;
          StbTexteditRow row;
-         int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+         int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+         int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
+         int row_count = is_page ? state->row_count_per_page : 1;
 
-         if (state->single_line) {
+         if (!is_page && state->single_line) {
             // on windows, up&down become left&right
             key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
             goto retry;
@@ -926,11 +948,14 @@ retry:
          stb_textedit_clamp(str, state);
          stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
 
-         // can only go up if there's a previous row
-         if (find.prev_first != find.first_char) {
+         for (j = 0; j < row_count; ++j) {
+            float  x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+
+            // can only go up if there's a previous row
+            if (find.prev_first == find.first_char)
+               break;
+
             // now find character position up a row
-            float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
-            float x;
             state->cursor = find.prev_first;
             STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
             x = row.x0;
@@ -952,6 +977,14 @@ retry:
 
             if (sel)
                state->select_end = state->cursor;
+
+            // go to previous line
+            // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
+            prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
+            while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
+               --prev_scan;
+            find.first_char = find.prev_first;
+            find.prev_first = prev_scan;
          }
          break;
       }
@@ -1075,10 +1108,6 @@ retry:
          state->has_preferred_x = 0;
          break;
       }
-
-// @TODO:
-//    STB_TEXTEDIT_K_PGUP      - move cursor up a page
-//    STB_TEXTEDIT_K_PGDOWN    - move cursor down a page
    }
 }
 
@@ -1134,7 +1163,7 @@ static void stb_textedit_discard_redo(StbUndoState *state)
                state->undo_rec[i].char_storage += n;
       }
       // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
-      // {DEAR IMGUI]
+      // [DEAR IMGUI]
       size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
       const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
       const char* buf_end   = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
@@ -1350,6 +1379,7 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin
    state->initialized = 1;
    state->single_line = (unsigned char) is_single_line;
    state->insert_mode = 0;
+   state->row_count_per_page = 0;
 }
 
 // API initialize