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// ImGui library v1.45 WIP
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// Internals
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
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// #define IMGUI_DEFINE_MATH_OPERATORS
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# pragma once
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# ifndef IMGUI_VERSION
# error Must include imgui.h before imgui_internal.h
# endif
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# include <stdio.h> // FILE*
# include <math.h> // sqrtf()
//-----------------------------------------------------------------------------
// Forward Declarations
//-----------------------------------------------------------------------------
struct ImRect ;
struct ImGuiColMod ;
struct ImGuiStyleMod ;
struct ImGuiGroupData ;
struct ImGuiSimpleColumns ;
struct ImGuiDrawContext ;
struct ImGuiTextEditState ;
struct ImGuiIniData ;
struct ImGuiMouseCursorData ;
struct ImGuiPopupRef ;
struct ImGuiState ;
struct ImGuiWindow ;
typedef int ImGuiLayoutType ; // enum ImGuiLayoutType_
typedef int ImGuiButtonFlags ; // enum ImGuiButtonFlags_
//-------------------------------------------------------------------------
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// STB libraries
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//-------------------------------------------------------------------------
namespace ImGuiStb
{
# ifdef __clang__
# pragma clang diagnostic push
# pragma clang diagnostic ignored "-Wunused-function"
# pragma clang diagnostic ignored "-Wmissing-prototypes"
# endif
# undef STB_TEXTEDIT_STRING
# undef STB_TEXTEDIT_CHARTYPE
# define STB_TEXTEDIT_STRING ImGuiTextEditState
# define STB_TEXTEDIT_CHARTYPE ImWchar
# define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
# include "stb_textedit.h"
# ifdef __clang__
# pragma clang diagnostic pop
# endif
} // namespace ImGuiStb
//-----------------------------------------------------------------------------
// Context
//-----------------------------------------------------------------------------
extern ImGuiState * GImGui ;
//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------
# define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR)))
# define IM_PI 3.14159265358979323846f
// Helpers: UTF-8 <> wchar
int ImTextStrToUtf8 ( char * buf , int buf_size , const ImWchar * in_text , const ImWchar * in_text_end ) ; // return output UTF-8 bytes count
int ImTextCharFromUtf8 ( unsigned int * out_char , const char * in_text , const char * in_text_end ) ; // return input UTF-8 bytes count
int ImTextStrFromUtf8 ( ImWchar * buf , int buf_size , const char * in_text , const char * in_text_end , const char * * in_remaining = NULL ) ; // return input UTF-8 bytes count
int ImTextCountCharsFromUtf8 ( const char * in_text , const char * in_text_end ) ; // return number of UTF-8 code-points (NOT bytes count)
int ImTextCountUtf8BytesFromStr ( const ImWchar * in_text , const ImWchar * in_text_end ) ; // return number of bytes to express string as UTF-8 code-points
// Helpers: Misc
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ImU32 ImHash ( const void * data , int data_size , ImU32 seed = 0 ) ; // Pass data_size==0 for zero-terminated strings
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bool ImLoadFileToMemory ( const char * filename , const char * file_open_mode , void * * out_file_data , int * out_file_size = NULL , int padding_bytes = 0 ) ;
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bool ImIsPointInTriangle ( const ImVec2 & p , const ImVec2 & a , const ImVec2 & b , const ImVec2 & c ) ;
static inline bool ImCharIsSpace ( int c ) { return c = = ' ' | | c = = ' \t ' | | c = = 0x3000 ; }
static inline int ImUpperPowerOfTwo ( int v ) { v - - ; v | = v > > 1 ; v | = v > > 2 ; v | = v > > 4 ; v | = v > > 8 ; v | = v > > 16 ; v + + ; return v ; }
// Helpers: String
int ImStricmp ( const char * str1 , const char * str2 ) ;
int ImStrnicmp ( const char * str1 , const char * str2 , int count ) ;
char * ImStrdup ( const char * str ) ;
int ImStrlenW ( const ImWchar * str ) ;
const ImWchar * ImStrbolW ( const ImWchar * buf_mid_line , const ImWchar * buf_begin ) ; // Find beginning-of-line
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const char * ImStristr ( const char * haystack , const char * haystack_end , const char * needle , const char * needle_end ) ;
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int ImFormatString ( char * buf , int buf_size , const char * fmt , . . . ) IM_PRINTFARGS ( 3 ) ;
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int ImFormatStringV ( char * buf , int buf_size , const char * fmt , va_list args ) ;
// Helpers: Math
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
# ifdef IMGUI_DEFINE_MATH_OPERATORS
static inline ImVec2 operator * ( const ImVec2 & lhs , const float rhs ) { return ImVec2 ( lhs . x * rhs , lhs . y * rhs ) ; }
static inline ImVec2 operator / ( const ImVec2 & lhs , const float rhs ) { return ImVec2 ( lhs . x / rhs , lhs . y / rhs ) ; }
static inline ImVec2 operator + ( const ImVec2 & lhs , const ImVec2 & rhs ) { return ImVec2 ( lhs . x + rhs . x , lhs . y + rhs . y ) ; }
static inline ImVec2 operator - ( const ImVec2 & lhs , const ImVec2 & rhs ) { return ImVec2 ( lhs . x - rhs . x , lhs . y - rhs . y ) ; }
static inline ImVec2 operator * ( const ImVec2 & lhs , const ImVec2 & rhs ) { return ImVec2 ( lhs . x * rhs . x , lhs . y * rhs . y ) ; }
static inline ImVec2 operator / ( const ImVec2 & lhs , const ImVec2 & rhs ) { return ImVec2 ( lhs . x / rhs . x , lhs . y / rhs . y ) ; }
static inline ImVec2 & operator + = ( ImVec2 & lhs , const ImVec2 & rhs ) { lhs . x + = rhs . x ; lhs . y + = rhs . y ; return lhs ; }
static inline ImVec2 & operator - = ( ImVec2 & lhs , const ImVec2 & rhs ) { lhs . x - = rhs . x ; lhs . y - = rhs . y ; return lhs ; }
static inline ImVec2 & operator * = ( ImVec2 & lhs , const float rhs ) { lhs . x * = rhs ; lhs . y * = rhs ; return lhs ; }
static inline ImVec2 & operator / = ( ImVec2 & lhs , const float rhs ) { lhs . x / = rhs ; lhs . y / = rhs ; return lhs ; }
static inline ImVec4 operator - ( const ImVec4 & lhs , const ImVec4 & rhs ) { return ImVec4 ( lhs . x - rhs . x , lhs . y - rhs . y , lhs . z - rhs . z , lhs . w - lhs . w ) ; }
# endif
static inline int ImMin ( int lhs , int rhs ) { return lhs < rhs ? lhs : rhs ; }
static inline int ImMax ( int lhs , int rhs ) { return lhs > = rhs ? lhs : rhs ; }
static inline float ImMin ( float lhs , float rhs ) { return lhs < rhs ? lhs : rhs ; }
static inline float ImMax ( float lhs , float rhs ) { return lhs > = rhs ? lhs : rhs ; }
static inline ImVec2 ImMin ( const ImVec2 & lhs , const ImVec2 & rhs ) { return ImVec2 ( ImMin ( lhs . x , rhs . x ) , ImMin ( lhs . y , rhs . y ) ) ; }
static inline ImVec2 ImMax ( const ImVec2 & lhs , const ImVec2 & rhs ) { return ImVec2 ( ImMax ( lhs . x , rhs . x ) , ImMax ( lhs . y , rhs . y ) ) ; }
static inline int ImClamp ( int v , int mn , int mx ) { return ( v < mn ) ? mn : ( v > mx ) ? mx : v ; }
static inline float ImClamp ( float v , float mn , float mx ) { return ( v < mn ) ? mn : ( v > mx ) ? mx : v ; }
static inline ImVec2 ImClamp ( const ImVec2 & f , const ImVec2 & mn , ImVec2 mx ) { return ImVec2 ( ImClamp ( f . x , mn . x , mx . x ) , ImClamp ( f . y , mn . y , mx . y ) ) ; }
static inline float ImSaturate ( float f ) { return ( f < 0.0f ) ? 0.0f : ( f > 1.0f ) ? 1.0f : f ; }
static inline float ImLerp ( float a , float b , float t ) { return a + ( b - a ) * t ; }
static inline ImVec2 ImLerp ( const ImVec2 & a , const ImVec2 & b , const ImVec2 & t ) { return ImVec2 ( a . x + ( b . x - a . x ) * t . x , a . y + ( b . y - a . y ) * t . y ) ; }
static inline float ImLengthSqr ( const ImVec2 & lhs ) { return lhs . x * lhs . x + lhs . y * lhs . y ; }
static inline float ImLengthSqr ( const ImVec4 & lhs ) { return lhs . x * lhs . x + lhs . y * lhs . y + lhs . z * lhs . z + lhs . w * lhs . w ; }
static inline float ImInvLength ( const ImVec2 & lhs , float fail_value ) { float d = lhs . x * lhs . x + lhs . y * lhs . y ; if ( d > 0.0f ) return 1.0f / sqrtf ( d ) ; return fail_value ; }
//-----------------------------------------------------------------------------
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// Types
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//-----------------------------------------------------------------------------
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_Repeat = 1 < < 0 ,
ImGuiButtonFlags_PressedOnClick = 1 < < 1 , // return pressed on click only (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 < < 2 , // return pressed on release only (default requires click+release)
ImGuiButtonFlags_FlattenChilds = 1 < < 3 ,
ImGuiButtonFlags_DontClosePopups = 1 < < 4 ,
ImGuiButtonFlags_Disabled = 1 < < 5 ,
ImGuiButtonFlags_AlignTextBaseLine = 1 < < 6
} ;
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_Menu = 1 < < 2 ,
ImGuiSelectableFlags_MenuItem = 1 < < 3 ,
ImGuiSelectableFlags_Disabled = 1 < < 4 ,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 < < 5
} ;
// FIXME: this is in development, not exposed/functional as a generic feature yet.
enum ImGuiLayoutType_
{
ImGuiLayoutType_Vertical ,
ImGuiLayoutType_Horizontal
} ;
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enum ImGuiPlotType
{
ImGuiPlotType_Lines ,
ImGuiPlotType_Histogram
} ;
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enum ImGuiDataType
{
ImGuiDataType_Int ,
ImGuiDataType_Float
} ;
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// 2D axis aligned bounding-box
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// NB: we can't rely on ImVec2 math operators being available here
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struct ImRect
{
ImVec2 Min ; // Upper-left
ImVec2 Max ; // Lower-right
ImRect ( ) : Min ( FLT_MAX , FLT_MAX ) , Max ( - FLT_MAX , - FLT_MAX ) { }
ImRect ( const ImVec2 & min , const ImVec2 & max ) : Min ( min ) , Max ( max ) { }
ImRect ( const ImVec4 & v ) : Min ( v . x , v . y ) , Max ( v . z , v . w ) { }
ImRect ( float x1 , float y1 , float x2 , float y2 ) : Min ( x1 , y1 ) , Max ( x2 , y2 ) { }
ImVec2 GetCenter ( ) const { return ImVec2 ( ( Min . x + Max . x ) * 0.5f , ( Min . y + Max . y ) * 0.5f ) ; }
ImVec2 GetSize ( ) const { return ImVec2 ( Max . x - Min . x , Max . y - Min . y ) ; }
float GetWidth ( ) const { return Max . x - Min . x ; }
float GetHeight ( ) const { return Max . y - Min . y ; }
ImVec2 GetTL ( ) const { return Min ; }
ImVec2 GetTR ( ) const { return ImVec2 ( Max . x , Min . y ) ; }
ImVec2 GetBL ( ) const { return ImVec2 ( Min . x , Max . y ) ; }
ImVec2 GetBR ( ) const { return Max ; }
bool Contains ( const ImVec2 & p ) const { return p . x > = Min . x & & p . y > = Min . y & & p . x < Max . x & & p . y < Max . y ; }
bool Contains ( const ImRect & r ) const { return r . Min . x > = Min . x & & r . Min . y > = Min . y & & r . Max . x < Max . x & & r . Max . y < Max . y ; }
bool Overlaps ( const ImRect & r ) const { return r . Min . y < Max . y & & r . Max . y > Min . y & & r . Min . x < Max . x & & r . Max . x > Min . x ; }
void Add ( const ImVec2 & rhs ) { if ( Min . x > rhs . x ) Min . x = rhs . x ; if ( Min . y > rhs . y ) Min . y = rhs . y ; if ( Max . x < rhs . x ) Max . x = rhs . x ; if ( Max . y < rhs . y ) Max . y = rhs . y ; }
void Add ( const ImRect & rhs ) { if ( Min . x > rhs . Min . x ) Min . x = rhs . Min . x ; if ( Min . y > rhs . Min . y ) Min . y = rhs . Min . y ; if ( Max . x < rhs . Max . x ) Max . x = rhs . Max . x ; if ( Max . y < rhs . Max . y ) Max . y = rhs . Max . y ; }
void Expand ( const float amount ) { Min . x - = amount ; Min . y - = amount ; Max . x + = amount ; Max . y + = amount ; }
void Expand ( const ImVec2 & amount ) { Min . x - = amount . x ; Min . y - = amount . y ; Max . x + = amount . x ; Max . y + = amount . y ; }
void Reduce ( const ImVec2 & amount ) { Min . x + = amount . x ; Min . y + = amount . y ; Max . x - = amount . x ; Max . y - = amount . y ; }
void Clip ( const ImRect & clip ) { if ( Min . x < clip . Min . x ) Min . x = clip . Min . x ; if ( Min . y < clip . Min . y ) Min . y = clip . Min . y ; if ( Max . x > clip . Max . x ) Max . x = clip . Max . x ; if ( Max . y > clip . Max . y ) Max . y = clip . Max . y ; }
void Round ( ) { Min . x = ( float ) ( int ) Min . x ; Min . y = ( float ) ( int ) Min . y ; Max . x = ( float ) ( int ) Max . x ; Max . y = ( float ) ( int ) Max . y ; }
ImVec2 GetClosestPoint ( ImVec2 p , bool on_edge ) const
{
if ( ! on_edge & & Contains ( p ) )
return p ;
if ( p . x > Max . x ) p . x = Max . x ;
else if ( p . x < Min . x ) p . x = Min . x ;
if ( p . y > Max . y ) p . y = Max . y ;
else if ( p . y < Min . y ) p . y = Min . y ;
return p ;
}
} ;
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColMod
{
ImGuiCol Col ;
ImVec4 PreviousValue ;
} ;
// Stacked style modifier, backup of modified data so we can restore it
struct ImGuiStyleMod
{
ImGuiStyleVar Var ;
ImVec2 PreviousValue ;
} ;
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// Stacked data for BeginGroup()/EndGroup()
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struct ImGuiGroupData
{
ImVec2 BackupCursorPos ;
ImVec2 BackupCursorMaxPos ;
float BackupColumnsStartX ;
float BackupCurrentLineHeight ;
float BackupCurrentLineTextBaseOffset ;
float BackupLogLinePosY ;
bool AdvanceCursor ;
} ;
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper.
struct ImGuiSimpleColumns
{
int Count ;
float Spacing ;
float Width , NextWidth ;
float Pos [ 8 ] , NextWidths [ 8 ] ;
ImGuiSimpleColumns ( ) ;
void Update ( int count , float spacing , bool clear ) ;
float DeclColumns ( float w0 , float w1 , float w2 ) ;
float CalcExtraSpace ( float avail_w ) ;
} ;
// Internal state of the currently focused/edited text input box
struct ImGuiTextEditState
{
ImGuiID Id ; // widget id owning the text state
ImVector < ImWchar > Text ; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
ImVector < char > InitialText ; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
ImVector < char > TempTextBuffer ;
int CurLenA , CurLenW ; // we need to maintain our buffer length in both UTF-8 and wchar format.
int BufSizeA ; // end-user buffer size
float ScrollX ;
ImGuiStb : : STB_TexteditState StbState ;
float CursorAnim ;
bool CursorFollow ;
ImVec2 InputCursorScreenPos ; // Cursor position in screen space to be used by IME callback.
bool SelectedAllMouseLock ;
ImGuiTextEditState ( ) { memset ( this , 0 , sizeof ( * this ) ) ; }
void CursorAnimReset ( ) { CursorAnim = - 0.30f ; } // After a user-input the cursor stays on for a while without blinking
bool HasSelection ( ) const { return StbState . select_start ! = StbState . select_end ; }
void ClearSelection ( ) { StbState . select_start = StbState . select_end = StbState . cursor ; }
void SelectAll ( ) { StbState . select_start = 0 ; StbState . select_end = CurLenW ; StbState . cursor = StbState . select_end ; StbState . has_preferred_x = false ; }
void OnKeyPressed ( int key ) ;
} ;
// Data saved in imgui.ini file
struct ImGuiIniData
{
char * Name ;
ImGuiID ID ;
ImVec2 Pos ;
ImVec2 Size ;
bool Collapsed ;
} ;
// Mouse cursor data (used when io.MouseDrawCursor is set)
struct ImGuiMouseCursorData
{
ImGuiMouseCursor Type ;
ImVec2 HotOffset ;
ImVec2 Size ;
ImVec2 TexUvMin [ 2 ] ;
ImVec2 TexUvMax [ 2 ] ;
} ;
// Storage for current popup stack
struct ImGuiPopupRef
{
ImGuiID PopupID ; // Set on OpenPopup()
ImGuiWindow * Window ; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow * ParentWindow ; // Set on OpenPopup()
ImGuiID ParentMenuSet ; // Set on OpenPopup()
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ImVec2 MousePosOnOpen ; // Copy of mouse position at the time of opening popup
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ImGuiPopupRef ( ImGuiID id , ImGuiWindow * parent_window , ImGuiID parent_menu_set , const ImVec2 & mouse_pos ) { PopupID = id ; Window = NULL ; ParentWindow = parent_window ; ParentMenuSet = parent_menu_set ; MousePosOnOpen = mouse_pos ; }
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} ;
// Main state for ImGui
struct ImGuiState
{
bool Initialized ;
ImGuiIO IO ;
ImGuiStyle Style ;
ImFont * Font ; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize ; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
float FontBaseSize ; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
ImVec2 FontTexUvWhitePixel ; // (Shortcut) == Font->TexUvForWhite
float Time ;
int FrameCount ;
int FrameCountRendered ;
ImVector < ImGuiWindow * > Windows ;
ImVector < ImGuiWindow * > WindowsSortBuffer ;
ImGuiWindow * CurrentWindow ; // Being drawn into
ImVector < ImGuiWindow * > CurrentWindowStack ;
ImGuiWindow * FocusedWindow ; // Will catch keyboard inputs
ImGuiWindow * HoveredWindow ; // Will catch mouse inputs
ImGuiWindow * HoveredRootWindow ; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId ; // Hovered widget
ImGuiID HoveredIdPreviousFrame ;
ImGuiID ActiveId ; // Active widget
ImGuiID ActiveIdPreviousFrame ;
bool ActiveIdIsAlive ;
bool ActiveIdIsJustActivated ; // Set at the time of activation for one frame
bool ActiveIdIsFocusedOnly ; // Set only by active widget. Denote focus but no active interaction
ImGuiWindow * ActiveIdWindow ;
ImGuiWindow * MovedWindow ; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
ImVector < ImGuiIniData > Settings ; // .ini Settings
float SettingsDirtyTimer ; // Save .ini settinngs on disk when time reaches zero
int DisableHideTextAfterDoubleHash ;
ImVector < ImGuiColMod > ColorModifiers ; // Stack for PushStyleColor()/PopStyleColor()
ImVector < ImGuiStyleMod > StyleModifiers ; // Stack for PushStyleVar()/PopStyleVar()
ImVector < ImFont * > FontStack ; // Stack for PushFont()/PopFont()
ImVector < ImGuiPopupRef > OpenedPopupStack ; // Which popups are open (persistent)
ImVector < ImGuiPopupRef > CurrentPopupStack ; // Which level of BeginPopup() we are in (reset every frame)
// Storage for SetNexWindow** and SetNextTreeNode*** functions
ImVec2 SetNextWindowPosVal ;
ImVec2 SetNextWindowSizeVal ;
bool SetNextWindowCollapsedVal ;
ImGuiSetCond SetNextWindowPosCond ;
ImGuiSetCond SetNextWindowSizeCond ;
ImGuiSetCond SetNextWindowCollapsedCond ;
bool SetNextWindowFocus ;
bool SetNextTreeNodeOpenedVal ;
ImGuiSetCond SetNextTreeNodeOpenedCond ;
// Render
ImVector < ImDrawList * > RenderDrawLists [ 3 ] ;
float ModalWindowDarkeningRatio ;
ImDrawList OverlayDrawList ; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor ;
ImGuiMouseCursorData MouseCursorData [ ImGuiMouseCursor_Count_ ] ;
// Widget state
ImGuiTextEditState InputTextState ;
ImGuiID ScalarAsInputTextId ; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiStorage ColorEditModeStorage ; // Store user selection of color edit mode
ImVec2 ActiveClickDeltaToCenter ;
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float DragCurrentValue ; // Currently dragged value, always float, not rounded by end-user precision settings
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ImVec2 DragLastMouseDelta ;
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float DragSpeedDefaultRatio ; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
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float DragSpeedScaleSlow ;
float DragSpeedScaleFast ;
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float ScrollbarClickDeltaToGrabCenter ; // Distance between mouse and center of grab box, normalized in parent space
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char Tooltip [ 1024 ] ;
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char * PrivateClipboard ; // If no custom clipboard handler is defined
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// Logging
bool LogEnabled ;
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FILE * LogFile ; // If != NULL log to stdout/ file
ImGuiTextBuffer * LogClipboard ; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
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int LogStartDepth ;
int LogAutoExpandMaxDepth ;
// Misc
float FramerateSecPerFrame [ 120 ] ; // calculate estimate of framerate for user
int FramerateSecPerFrameIdx ;
float FramerateSecPerFrameAccum ;
bool CaptureMouseNextFrame ; // explicit capture via CaptureInputs() sets those flags
bool CaptureKeyboardNextFrame ;
char TempBuffer [ 1024 * 3 + 1 ] ; // temporary text buffer
ImGuiState ( )
{
Initialized = false ;
Font = NULL ;
FontSize = FontBaseSize = 0.0f ;
FontTexUvWhitePixel = ImVec2 ( 0.0f , 0.0f ) ;
Time = 0.0f ;
FrameCount = 0 ;
FrameCountRendered = - 1 ;
CurrentWindow = NULL ;
FocusedWindow = NULL ;
HoveredWindow = NULL ;
HoveredRootWindow = NULL ;
HoveredId = 0 ;
HoveredIdPreviousFrame = 0 ;
ActiveId = 0 ;
ActiveIdPreviousFrame = 0 ;
ActiveIdIsAlive = false ;
ActiveIdIsJustActivated = false ;
ActiveIdIsFocusedOnly = false ;
ActiveIdWindow = NULL ;
MovedWindow = NULL ;
SettingsDirtyTimer = 0.0f ;
DisableHideTextAfterDoubleHash = 0 ;
SetNextWindowPosVal = ImVec2 ( 0.0f , 0.0f ) ;
SetNextWindowSizeVal = ImVec2 ( 0.0f , 0.0f ) ;
SetNextWindowCollapsedVal = false ;
SetNextWindowPosCond = 0 ;
SetNextWindowSizeCond = 0 ;
SetNextWindowCollapsedCond = 0 ;
SetNextWindowFocus = false ;
SetNextTreeNodeOpenedVal = false ;
SetNextTreeNodeOpenedCond = 0 ;
ScalarAsInputTextId = 0 ;
ActiveClickDeltaToCenter = ImVec2 ( 0.0f , 0.0f ) ;
DragCurrentValue = 0.0f ;
DragLastMouseDelta = ImVec2 ( 0.0f , 0.0f ) ;
DragSpeedDefaultRatio = 0.01f ;
DragSpeedScaleSlow = 0.01f ;
DragSpeedScaleFast = 10.0f ;
ScrollbarClickDeltaToGrabCenter = 0.0f ;
memset ( Tooltip , 0 , sizeof ( Tooltip ) ) ;
PrivateClipboard = NULL ;
ModalWindowDarkeningRatio = 0.0f ;
OverlayDrawList . _OwnerName = " ##Overlay " ; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow ;
LogEnabled = false ;
LogFile = NULL ;
LogClipboard = NULL ;
LogStartDepth = 0 ;
LogAutoExpandMaxDepth = 2 ;
memset ( FramerateSecPerFrame , 0 , sizeof ( FramerateSecPerFrame ) ) ;
FramerateSecPerFrameIdx = 0 ;
FramerateSecPerFrameAccum = 0.0f ;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = false ;
}
} ;
// Transient per-window data, reset at the beginning of the frame
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
struct ImGuiDrawContext
{
ImVec2 CursorPos ;
ImVec2 CursorPosPrevLine ;
ImVec2 CursorStartPos ;
ImVec2 CursorMaxPos ; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
float CurrentLineHeight ;
float CurrentLineTextBaseOffset ;
float PrevLineHeight ;
float PrevLineTextBaseOffset ;
float LogLinePosY ;
int TreeDepth ;
ImGuiID LastItemID ;
ImRect LastItemRect ;
bool LastItemHoveredAndUsable ;
bool LastItemHoveredRect ;
bool MenuBarAppending ;
float MenuBarOffsetX ;
ImVector < ImGuiWindow * > ChildWindows ;
ImGuiStorage * StateStorage ;
ImGuiLayoutType LayoutType ;
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
bool ButtonRepeat ; // == ButtonRepeatStack.back() [empty == false]
bool AllowKeyboardFocus ; // == AllowKeyboardFocusStack.back() [empty == true]
float ItemWidth ; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
float TextWrapPos ; // == TextWrapPosStack.back() [empty == -1.0f]
ImVector < bool > ButtonRepeatStack ;
ImVector < bool > AllowKeyboardFocusStack ;
ImVector < float > ItemWidthStack ;
ImVector < float > TextWrapPosStack ;
ImVector < ImGuiGroupData > GroupStack ;
ImGuiColorEditMode ColorEditMode ;
int StackSizesBackup [ 6 ] ; // Store size of various stacks for asserting
float ColumnsStartX ; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
float ColumnsOffsetX ; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
int ColumnsCurrent ;
int ColumnsCount ;
ImVec2 ColumnsStartPos ;
float ColumnsCellMinY ;
float ColumnsCellMaxY ;
bool ColumnsShowBorders ;
ImGuiID ColumnsSetID ;
ImVector < float > ColumnsOffsetsT ; // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
ImGuiDrawContext ( )
{
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2 ( 0.0f , 0.0f ) ;
CurrentLineHeight = PrevLineHeight = 0.0f ;
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f ;
LogLinePosY = - 1.0f ;
TreeDepth = 0 ;
LastItemID = 0 ;
LastItemRect = ImRect ( 0.0f , 0.0f , 0.0f , 0.0f ) ;
LastItemHoveredAndUsable = LastItemHoveredRect = false ;
MenuBarAppending = false ;
MenuBarOffsetX = 0.0f ;
StateStorage = NULL ;
LayoutType = ImGuiLayoutType_Vertical ;
ItemWidth = 0.0f ;
ButtonRepeat = false ;
AllowKeyboardFocus = true ;
TextWrapPos = - 1.0f ;
ColorEditMode = ImGuiColorEditMode_RGB ;
memset ( StackSizesBackup , 0 , sizeof ( StackSizesBackup ) ) ;
ColumnsStartX = 0.0f ;
ColumnsOffsetX = 0.0f ;
ColumnsCurrent = 0 ;
ColumnsCount = 1 ;
ColumnsStartPos = ImVec2 ( 0.0f , 0.0f ) ;
ColumnsCellMinY = ColumnsCellMaxY = 0.0f ;
ColumnsShowBorders = true ;
ColumnsSetID = 0 ;
}
} ;
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// Windows data
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struct ImGuiWindow
{
char * Name ;
ImGuiID ID ;
ImGuiWindowFlags Flags ;
ImVec2 PosFloat ;
ImVec2 Pos ; // Position rounded-up to nearest pixel
ImVec2 Size ; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull ; // Size when non collapsed
ImVec2 SizeContents ; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 WindowPadding ; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveID ; // == window->GetID("#MOVE")
float ScrollY ;
float ScrollTargetRelY ; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
float ScrollTargetCenterRatioY ; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarY ;
bool Active ; // Set to true on Begin()
bool WasActive ;
bool Accessed ; // Set to true when any widget access the current window
bool Collapsed ; // Set when collapsing window to become only title-bar
bool SkipItems ; // == Visible && !Collapsed
int BeginCount ; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupID ; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX , AutoFitFramesY ;
bool AutoFitOnlyGrows ;
int AutoPosLastDirection ;
int HiddenFrames ;
int SetWindowPosAllowFlags ; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
int SetWindowSizeAllowFlags ; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
int SetWindowCollapsedAllowFlags ; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
bool SetWindowPosCenterWanted ;
ImGuiDrawContext DC ; // Temporary per-window data, reset at the beginning of the frame
ImVector < ImGuiID > IDStack ; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImRect ClipRect ; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect ClippedWindowRect ; // = ClipRect just after setup in Begin()
int LastFrameDrawn ;
float ItemWidthDefault ;
ImGuiSimpleColumns MenuColumns ; // Simplified columns storage for menu items
ImGuiStorage StateStorage ;
float FontWindowScale ; // Scale multiplier per-window
ImDrawList * DrawList ;
ImGuiWindow * RootWindow ;
ImGuiWindow * RootNonPopupWindow ;
// Focus
int FocusIdxAllCounter ; // Start at -1 and increase as assigned via FocusItemRegister()
int FocusIdxTabCounter ; // (same, but only count widgets which you can Tab through)
int FocusIdxAllRequestCurrent ; // Item being requested for focus
int FocusIdxTabRequestCurrent ; // Tab-able item being requested for focus
int FocusIdxAllRequestNext ; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
int FocusIdxTabRequestNext ; // "
public :
ImGuiWindow ( const char * name ) ;
~ ImGuiWindow ( ) ;
ImGuiID GetID ( const char * str , const char * str_end = NULL ) ;
ImGuiID GetID ( const void * ptr ) ;
ImRect Rect ( ) const { return ImRect ( Pos . x , Pos . y , Pos . x + Size . x , Pos . y + Size . y ) ; }
float CalcFontSize ( ) const { return GImGui - > FontBaseSize * FontWindowScale ; }
float TitleBarHeight ( ) const { return ( Flags & ImGuiWindowFlags_NoTitleBar ) ? 0.0f : CalcFontSize ( ) + GImGui - > Style . FramePadding . y * 2.0f ; }
ImRect TitleBarRect ( ) const { return ImRect ( Pos , ImVec2 ( Pos . x + SizeFull . x , Pos . y + TitleBarHeight ( ) ) ) ; }
float MenuBarHeight ( ) const { return ( Flags & ImGuiWindowFlags_MenuBar ) ? CalcFontSize ( ) + GImGui - > Style . FramePadding . y * 2.0f : 0.0f ; }
ImRect MenuBarRect ( ) const { float y1 = Pos . y + TitleBarHeight ( ) ; return ImRect ( Pos . x , y1 , Pos . x + SizeFull . x , y1 + MenuBarHeight ( ) ) ; }
float ScrollbarWidth ( ) const { return ScrollbarY ? GImGui - > Style . ScrollbarWidth : 0.0f ; }
ImU32 Color ( ImGuiCol idx , float a = 1.f ) const { ImVec4 c = GImGui - > Style . Colors [ idx ] ; c . w * = GImGui - > Style . Alpha * a ; return ImGui : : ColorConvertFloat4ToU32 ( c ) ; }
ImU32 Color ( const ImVec4 & col ) const { ImVec4 c = col ; c . w * = GImGui - > Style . Alpha ; return ImGui : : ColorConvertFloat4ToU32 ( c ) ; }
} ;
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//-----------------------------------------------------------------------------
// Internal API
// No guarantee of forward compatibility here.
//-----------------------------------------------------------------------------
namespace ImGui
{
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IMGUI_API ImGuiWindow * GetCurrentWindow ( ) ;
IMGUI_API ImGuiWindow * GetParentWindow ( ) ;
IMGUI_API void FocusWindow ( ImGuiWindow * window ) ;
IMGUI_API void SetActiveID ( ImGuiID id , ImGuiWindow * window ) ;
IMGUI_API void KeepAliveID ( ImGuiID id ) ;
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IMGUI_API void ItemSize ( const ImVec2 & size , float text_offset_y = 0.0f ) ;
IMGUI_API void ItemSize ( const ImRect & bb , float text_offset_y = 0.0f ) ;
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IMGUI_API bool ItemAdd ( const ImRect & bb , const ImGuiID * id ) ;
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IMGUI_API bool IsClippedEx ( const ImRect & bb , const ImGuiID * id , bool clip_even_when_logged ) ;
IMGUI_API bool IsHovered ( const ImRect & bb , ImGuiID id , bool flatten_childs = false ) ;
IMGUI_API bool FocusableItemRegister ( ImGuiWindow * window , bool is_active , bool tab_stop = true ) ; // Return true if focus is requested
IMGUI_API void FocusableItemUnregister ( ImGuiWindow * window ) ;
IMGUI_API ImVec2 CalcItemSize ( ImVec2 size , float default_x , float default_y ) ;
IMGUI_API float CalcWrapWidthForPos ( const ImVec2 & pos , float wrap_pos_x ) ;
IMGUI_API void RenderText ( ImVec2 pos , const char * text , const char * text_end = NULL , bool hide_text_after_hash = true ) ;
IMGUI_API void RenderTextWrapped ( ImVec2 pos , const char * text , const char * text_end , float wrap_width ) ;
IMGUI_API void RenderTextClipped ( const ImVec2 & pos_min , const ImVec2 & pos_max , const char * text , const char * text_end , const ImVec2 * text_size_if_known , ImGuiAlign align = ImGuiAlign_Default , const ImVec2 * clip_min = NULL , const ImVec2 * clip_max = NULL ) ;
IMGUI_API void RenderFrame ( ImVec2 p_min , ImVec2 p_max , ImU32 fill_col , bool border = true , float rounding = 0.0f ) ;
IMGUI_API void RenderCollapseTriangle ( ImVec2 p_min , bool opened , float scale = 1.0f , bool shadow = false ) ;
IMGUI_API void RenderCheckMark ( ImVec2 pos , ImU32 col ) ;
IMGUI_API bool ButtonBehavior ( const ImRect & bb , ImGuiID id , bool * out_hovered , bool * out_held , bool allow_key_modifiers , ImGuiButtonFlags flags = 0 ) ;
IMGUI_API bool ButtonEx ( const char * label , const ImVec2 & size_arg = ImVec2 ( 0 , 0 ) , ImGuiButtonFlags flags = 0 ) ;
IMGUI_API bool SliderBehavior ( const ImRect & frame_bb , ImGuiID id , float * v , float v_min , float v_max , float power , int decimal_precision , bool horizontal ) ;
IMGUI_API bool SliderFloatN ( const char * label , float * v , int components , float v_min , float v_max , const char * display_format , float power ) ;
IMGUI_API bool SliderIntN ( const char * label , int * v , int components , int v_min , int v_max , const char * display_format ) ;
IMGUI_API bool DragBehavior ( const ImRect & frame_bb , ImGuiID id , float * v , float v_speed , float v_min , float v_max , int decimal_precision , float power ) ;
IMGUI_API bool DragFloatN ( const char * label , float * v , int components , float v_speed , float v_min , float v_max , const char * display_format , float power ) ;
IMGUI_API bool DragIntN ( const char * label , int * v , int components , float v_speed , int v_min , int v_max , const char * display_format ) ;
IMGUI_API bool InputTextEx ( const char * label , char * buf , int buf_size , const ImVec2 & size_arg , ImGuiInputTextFlags flags , ImGuiTextEditCallback callback = NULL , void * user_data = NULL ) ;
IMGUI_API bool InputFloatN ( const char * label , float * v , int components , int decimal_precision , ImGuiInputTextFlags extra_flags ) ;
IMGUI_API bool InputIntN ( const char * label , int * v , int components , ImGuiInputTextFlags extra_flags ) ;
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IMGUI_API bool InputScalarEx ( const char * label , ImGuiDataType data_type , void * data_ptr , void * step_ptr , void * step_fast_ptr , const char * scalar_format , ImGuiInputTextFlags extra_flags ) ;
IMGUI_API bool InputScalarAsWidgetReplacement ( const ImRect & aabb , const char * label , ImGuiDataType data_type , void * data_ptr , ImGuiID id , int decimal_precision ) ;
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IMGUI_API void PlotEx ( ImGuiPlotType plot_type , const char * label , float ( * values_getter ) ( void * data , int idx ) , void * data , int values_count , int values_offset , const char * overlay_text , float scale_min , float scale_max , ImVec2 graph_size ) ;
IMGUI_API int ParseFormatPrecision ( const char * fmt , int default_value ) ;
IMGUI_API float RoundScalar ( float value , int decimal_precision ) ;
} // namespace ImGuiP