2014-08-10 20:58:11 +00:00
// ImGui library
// See .cpp file for commentary.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
# pragma once
struct ImDrawList ;
struct ImBitmapFont ;
struct ImGuiAabb ;
struct ImGuiIO ;
struct ImGuiStorage ;
struct ImGuiStyle ;
struct ImGuiWindow ;
# include "imconfig.h"
# include <float.h> // FLT_MAX
# include <stdarg.h> // va_list
# include <stdlib.h> // NULL
# ifndef IM_ASSERT
# include <assert.h>
# define IM_ASSERT(_EXPR) assert(_EXPR)
# endif
typedef unsigned int ImU32 ;
typedef ImU32 ImGuiID ;
typedef int ImGuiCol ; // enum ImGuiCol_
typedef int ImGuiKey ; // enum ImGuiKey_
typedef int ImGuiColorEditMode ; // enum ImGuiColorEditMode_
typedef ImU32 ImGuiWindowFlags ; // enum ImGuiWindowFlags_
typedef ImU32 ImGuiInputTextFlags ; // enum ImGuiInputTextFlags_
typedef ImBitmapFont * ImFont ;
struct ImVec2
{
float x , y ;
ImVec2 ( ) { }
ImVec2 ( float _x , float _y ) { x = _x ; y = _y ; }
# ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA
# endif
} ;
struct ImVec4
{
float x , y , z , w ;
ImVec4 ( ) { }
ImVec4 ( float _x , float _y , float _z , float _w ) { x = _x ; y = _y ; z = _z ; w = _w ; }
# ifdef IM_VEC4_CLASS_EXTRA
IM_VEC4_CLASS_EXTRA
# endif
} ;
// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// this implementation does NOT call c++ constructors! we don't need them! also only provide the minimum functionalities we need.
# ifndef ImVector
template < typename T >
class ImVector
{
private :
size_t _size ;
size_t _capacity ;
T * _data ;
public :
typedef T value_type ;
typedef value_type * iterator ;
typedef const value_type * const_iterator ;
ImVector ( ) { _size = _capacity = 0 ; _data = NULL ; }
~ ImVector ( ) { if ( _data ) free ( _data ) ; }
inline bool empty ( ) const { return _size = = 0 ; }
inline size_t size ( ) const { return _size ; }
inline size_t capacity ( ) const { return _capacity ; }
inline value_type & at ( size_t i ) { IM_ASSERT ( i < _size ) ; return _data [ i ] ; }
inline const value_type & at ( size_t i ) const { IM_ASSERT ( i < _size ) ; return _data [ i ] ; }
inline value_type & operator [ ] ( size_t i ) { IM_ASSERT ( i < _size ) ; return _data [ i ] ; }
inline const value_type & operator [ ] ( size_t i ) const { IM_ASSERT ( i < _size ) ; return _data [ i ] ; }
inline void clear ( ) { if ( _data ) { _size = _capacity = 0 ; free ( _data ) ; _data = NULL ; } }
inline iterator begin ( ) { return _data ; }
inline const iterator begin ( ) const { return _data ; }
inline iterator end ( ) { return _data + _size ; }
inline const iterator end ( ) const { return _data + _size ; }
inline value_type & front ( ) { return at ( 0 ) ; }
inline const value_type & front ( ) const { return at ( 0 ) ; }
inline value_type & back ( ) { IM_ASSERT ( _size > 0 ) ; return at ( _size - 1 ) ; }
inline const value_type & back ( ) const { IM_ASSERT ( _size > 0 ) ; return at ( _size - 1 ) ; }
inline void swap ( ImVector < T > & rhs ) { const size_t rhs_size = rhs . _size ; rhs . _size = _size ; _size = rhs_size ; const size_t rhs_cap = rhs . _capacity ; rhs . _capacity = _capacity ; _capacity = rhs_cap ; value_type * rhs_data = rhs . _data ; rhs . _data = _data ; _data = rhs_data ; }
inline void reserve ( size_t new_capacity ) { _data = ( value_type * ) realloc ( _data , new_capacity * sizeof ( value_type ) ) ; _capacity = new_capacity ; }
inline void resize ( size_t new_size ) { if ( new_size > _capacity ) reserve ( new_size ) ; _size = new_size ; }
inline void push_back ( const value_type & v ) { if ( _size = = _capacity ) reserve ( _capacity ? _capacity * 2 : 4 ) ; _data [ _size + + ] = v ; }
inline void pop_back ( ) { IM_ASSERT ( _size > 0 ) ; _size - - ; }
inline iterator erase ( const_iterator it ) { IM_ASSERT ( it > = begin ( ) & & it < end ( ) ) ; const int off = it - begin ( ) ; memmove ( _data + off , _data + off + 1 , ( _size - off - 1 ) * sizeof ( value_type ) ) ; _size - - ; return _data + off ; }
inline void insert ( const_iterator it , const value_type & v ) { IM_ASSERT ( it > = begin ( ) & & it < = end ( ) ) ; const int off = it - begin ( ) ; if ( _size = = _capacity ) reserve ( _capacity ? _capacity * 2 : 4 ) ; if ( off < ( int ) _size ) memmove ( _data + off + 1 , _data + off , ( _size - off ) * sizeof ( value_type ) ) ; _data [ off ] = v ; _size + + ; }
} ;
# endif // #ifndef ImVector
// Helpers at bottom of the file:
// - if (IMGUI_ONCE_UPON_A_FRAME) // Execute a block of code once per frame only
// - struct ImGuiTextFilter // Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]"
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
// - struct ImDrawList // Draw command list
// - struct ImBitmapFont // Bitmap font loader
// ImGui End-user API
// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
namespace ImGui
{
// Main
ImGuiIO & GetIO ( ) ;
ImGuiStyle & GetStyle ( ) ;
void NewFrame ( ) ;
void Render ( ) ;
void Shutdown ( ) ;
void ShowUserGuide ( ) ;
void ShowStyleEditor ( ImGuiStyle * ref = NULL ) ;
void ShowTestWindow ( bool * open = NULL ) ;
// Window
bool Begin ( const char * name = " Debug " , bool * open = NULL , ImVec2 size = ImVec2 ( 0 , 0 ) , float fill_alpha = - 1.0f , ImGuiWindowFlags flags = 0 ) ;
void End ( ) ;
void BeginChild ( const char * str_id , ImVec2 size = ImVec2 ( 0 , 0 ) , bool border = false , ImGuiWindowFlags extra_flags = 0 ) ;
void EndChild ( ) ;
bool GetWindowIsFocused ( ) ;
float GetWindowWidth ( ) ;
ImVec2 GetWindowPos ( ) ; // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing
void SetWindowPos ( ImVec2 pos ) ; // unchecked
ImVec2 GetWindowSize ( ) ;
ImVec2 GetWindowContentRegionMin ( ) ;
ImVec2 GetWindowContentRegionMax ( ) ;
ImDrawList * GetWindowDrawList ( ) ;
void SetFontScale ( float scale ) ;
void SetScrollPosHere ( ) ;
void SetTreeStateStorage ( ImGuiStorage * tree ) ;
void PushItemWidth ( float item_width ) ;
void PopItemWidth ( ) ;
2014-08-11 23:04:13 +00:00
float GetItemWidth ( ) ;
2014-08-10 20:58:11 +00:00
void PushAllowKeyboardFocus ( bool v ) ;
void PopAllowKeyboardFocus ( ) ;
void PushStyleColor ( ImGuiCol idx , ImVec4 col ) ;
void PopStyleColor ( ) ;
// Layout
void Separator ( ) ; // horizontal line
void SameLine ( int column_x = 0 , int spacing_w = - 1 ) ; // call between widgets to layout them horizontally
void Spacing ( ) ;
void Columns ( int count = 1 , const char * id = NULL , bool border = true ) ; // setup number of columns
void NextColumn ( ) ; // next column
float GetColumnOffset ( int column_index = - 1 ) ;
void SetColumnOffset ( int column_index , float offset ) ;
float GetColumnWidth ( int column_index = - 1 ) ;
ImVec2 GetCursorPos ( ) ; // cursor position relative to window position
void SetCursorPos ( ImVec2 p ) ;
void AlignFirstTextHeightToWidgets ( ) ; // call once if the first item on the line is a Text() item and you want to vertically lower it to match higher widgets.
float GetTextLineSpacing ( ) ;
float GetTextLineHeight ( ) ;
// ID scopes
void PushID ( const char * str_id ) ;
void PushID ( const void * ptr_id ) ;
void PushID ( const int int_id ) ;
void PopID ( ) ;
// Widgets
void Text ( const char * fmt , . . . ) ;
void TextV ( const char * fmt , va_list args ) ;
void TextUnformatted ( const char * text , const char * text_end = NULL ) ; // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, better for long chunks of text.
void LabelText ( const char * label , const char * fmt , . . . ) ;
void BulletText ( const char * fmt , . . . ) ;
bool Button ( const char * label , ImVec2 size = ImVec2 ( 0 , 0 ) , bool repeat_when_held = false ) ;
bool SmallButton ( const char * label ) ;
bool CollapsingHeader ( const char * label , const char * str_id = NULL , const bool display_frame = true , const bool default_open = false ) ;
bool SliderFloat ( const char * label , float * v , float v_min , float v_max , const char * display_format = " %.3f " , float power = 1.0f ) ;
bool SliderFloat3 ( const char * label , float v [ 3 ] , float v_min , float v_max , const char * display_format = " %.3f " , float power = 1.0f ) ;
bool SliderAngle ( const char * label , float * v , float v_degrees_min = - 360.0f , float v_degrees_max = + 360.0f ) ; // *v in radians
bool SliderInt ( const char * label , int * v , int v_min , int v_max , const char * display_format = " %.0f " ) ;
void PlotLines ( const char * label , const float * values , int values_count , int values_offset = 0 , const char * overlay_text = NULL , float scale_min = FLT_MAX , float scale_max = FLT_MAX , ImVec2 graph_size = ImVec2 ( 0 , 0 ) ) ;
void PlotHistogram ( const char * label , const float * values , int values_count , int values_offset = 0 , const char * overlay_text = NULL , float scale_min = FLT_MAX , float scale_max = FLT_MAX , ImVec2 graph_size = ImVec2 ( 0 , 0 ) ) ;
void Checkbox ( const char * label , bool * v ) ;
void CheckboxFlags ( const char * label , unsigned int * flags , unsigned int flags_value ) ;
bool RadioButton ( const char * label , bool active ) ;
bool RadioButton ( const char * label , int * v , int v_button ) ;
bool InputFloat ( const char * label , float * v , float step = 0.0f , float step_fast = 0.0f , int decimal_precision = - 1 ) ;
bool InputFloat3 ( const char * label , float v [ 3 ] , int decimal_precision = - 1 ) ;
bool InputInt ( const char * label , int * v , int step = 1 , int step_fast = 100 ) ;
bool InputText ( const char * label , char * buf , size_t buf_size , ImGuiInputTextFlags flags = 0 ) ;
bool Combo ( const char * label , int * current_item , const char * * items , int items_count , int popup_height_items = 7 ) ;
bool Combo ( const char * label , int * current_item , const char * items_separated_by_zeros , int popup_height_items = 7 ) ; // Separate items with \0, end item-list with \0\0
bool Combo ( const char * label , int * current_item , bool ( * items_getter ) ( void * data , int idx , const char * * out_text ) , void * data , int items_count , int popup_height_items = 7 ) ;
bool ColorButton ( const ImVec4 & col , bool small_height = false , bool outline_border = true ) ;
bool ColorEdit3 ( const char * label , float col [ 3 ] ) ;
bool ColorEdit4 ( const char * label , float col [ 4 ] , bool show_alpha = true ) ;
void ColorEditMode ( ImGuiColorEditMode mode ) ;
bool TreeNode ( const char * str_label_id ) ; // if returning 'true' the user is responsible for calling TreePop
bool TreeNode ( const char * str_id , const char * fmt , . . . ) ; // "
bool TreeNode ( const void * ptr_id , const char * fmt , . . . ) ; // "
void TreePush ( const char * str_id = NULL ) ; // already called by TreeNode(), but you can call Push/Pop yourself for layout purpose
void TreePush ( const void * ptr_id = NULL ) ; // "
void TreePop ( ) ;
void OpenNextNode ( bool open ) ; // force open/close the next TreeNode or CollapsingHeader
// Value helper output "name: value"
// Freely declare your own in the ImGui namespace.
void Value ( const char * prefix , bool b ) ;
void Value ( const char * prefix , int v ) ;
void Value ( const char * prefix , unsigned int v ) ;
void Value ( const char * prefix , float v , const char * float_format = NULL ) ;
void Color ( const char * prefix , const ImVec4 & v ) ;
void Color ( const char * prefix , unsigned int v ) ;
// Logging
void LogButtons ( ) ;
void LogToTTY ( int max_depth ) ;
void LogToFile ( int max_depth , const char * filename ) ;
void LogToClipboard ( int max_depth ) ;
// Utilities
void SetTooltip ( const char * fmt , . . . ) ; // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). (currently no contention handling, last call win)
void SetNewWindowDefaultPos ( ImVec2 pos ) ; // set position of window that do
bool IsHovered ( ) ; // was the last item active area hovered by mouse?
bool IsClipped ( ImVec2 item_size ) ; // to perform coarse clipping on user's side (as an optimisation)
bool IsKeyPressed ( int key_index , bool repeat = true ) ; // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
bool IsMouseClicked ( int button , bool repeat = false ) ;
ImVec2 GetMousePos ( ) ;
float GetTime ( ) ;
int GetFrameCount ( ) ;
const char * GetStyleColorName ( ImGuiCol idx ) ;
void GetDefaultFontData ( const void * * fnt_data , unsigned int * fnt_size , const void * * png_data , unsigned int * png_size ) ;
} ; // namespace ImGui
// Flags for ImGui::Begin()
enum ImGuiWindowFlags_
{
// Default: 0
ImGuiWindowFlags_ShowBorders = 1 < < 0 ,
ImGuiWindowFlags_NoTitleBar = 1 < < 1 ,
ImGuiWindowFlags_NoResize = 1 < < 2 ,
ImGuiWindowFlags_NoMove = 1 < < 3 ,
ImGuiWindowFlags_NoScrollbar = 1 < < 4 ,
ImGuiWindowFlags_ChildWindow = 1 < < 5 , // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 < < 6 , // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 < < 7 , // For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 < < 8 , // For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 < < 9 , // For internal use by Render() when using Tooltip
} ;
// Flags for ImGui::InputText()
enum ImGuiInputTextFlags_
{
// Default: 0
ImGuiInputTextFlags_CharsDecimal = 1 < < 0 ,
ImGuiInputTextFlags_CharsHexadecimal = 1 < < 1 ,
ImGuiInputTextFlags_AutoSelectAll = 1 < < 2 ,
ImGuiInputTextFlags_AlignCenter = 1 < < 3 ,
} ;
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
{
ImGuiKey_Tab ,
ImGuiKey_LeftArrow ,
ImGuiKey_RightArrow ,
ImGuiKey_UpArrow ,
ImGuiKey_DownArrow ,
ImGuiKey_Home ,
ImGuiKey_End ,
ImGuiKey_Delete ,
ImGuiKey_Backspace ,
ImGuiKey_Enter ,
ImGuiKey_Escape ,
ImGuiKey_A , // for CTRL+A: select all
ImGuiKey_C , // for CTRL+C: copy
ImGuiKey_V , // for CTRL+V: paste
ImGuiKey_X , // for CTRL+X: cut
ImGuiKey_Y , // for CTRL+Y: redo
ImGuiKey_Z , // for CTRL+Z: undo
ImGuiKey_COUNT ,
} ;
enum ImGuiCol_
{
ImGuiCol_Text ,
ImGuiCol_WindowBg ,
ImGuiCol_Border ,
ImGuiCol_BorderShadow ,
ImGuiCol_FrameBg , // Background of checkbox, radio button, plot, slider, text input
ImGuiCol_TitleBg ,
ImGuiCol_TitleBgCollapsed ,
ImGuiCol_ScrollbarBg ,
ImGuiCol_ScrollbarGrab ,
ImGuiCol_ScrollbarGrabHovered ,
ImGuiCol_ScrollbarGrabActive ,
ImGuiCol_ComboBg ,
2014-08-11 19:35:27 +00:00
ImGuiCol_CheckHovered ,
2014-08-10 20:58:11 +00:00
ImGuiCol_CheckActive ,
ImGuiCol_SliderGrab ,
ImGuiCol_SliderGrabActive ,
ImGuiCol_Button ,
ImGuiCol_ButtonHovered ,
ImGuiCol_ButtonActive ,
ImGuiCol_Header ,
ImGuiCol_HeaderHovered ,
ImGuiCol_HeaderActive ,
ImGuiCol_Column ,
ImGuiCol_ColumnHovered ,
ImGuiCol_ColumnActive ,
ImGuiCol_ResizeGrip ,
ImGuiCol_ResizeGripHovered ,
ImGuiCol_ResizeGripActive ,
ImGuiCol_CloseButton ,
ImGuiCol_CloseButtonHovered ,
ImGuiCol_CloseButtonActive ,
ImGuiCol_PlotLines ,
ImGuiCol_PlotLinesHovered ,
ImGuiCol_PlotHistogram ,
ImGuiCol_PlotHistogramHovered ,
ImGuiCol_TextSelectedBg ,
ImGuiCol_TooltipBg ,
ImGuiCol_COUNT ,
} ;
enum ImGuiColorEditMode_
{
ImGuiColorEditMode_UserSelect = - 1 ,
ImGuiColorEditMode_RGB = 0 ,
ImGuiColorEditMode_HSV = 1 ,
ImGuiColorEditMode_HEX = 2 ,
} ;
// See constructor for comments of individual fields.
struct ImGuiStyle
{
ImVec2 WindowPadding ;
ImVec2 WindowMinSize ;
ImVec2 FramePadding ;
ImVec2 ItemSpacing ;
ImVec2 ItemInnerSpacing ;
ImVec2 TouchExtraPadding ;
ImVec2 AutoFitPadding ;
float WindowFillAlphaDefault ;
float WindowRounding ;
float TreeNodeSpacing ;
float ColumnsMinSpacing ;
float ScrollBarWidth ;
ImVec4 Colors [ ImGuiCol_COUNT ] ;
ImGuiStyle ( ) ;
} ;
// This is where your app communicate with ImGui. Call ImGui::GetIO() to access.
// Read 'Programmer guide' section in .cpp file for general usage.
struct ImGuiIO
{
// Settings (fill once) // Default value:
ImVec2 DisplaySize ; // <unset> // Display size, in pixels. For clamping windows positions.
float DeltaTime ; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate ; // = 5.0f // Maximum time between saving .ini file, in seconds. Set to a negative value to disable .ini saving.
const char * IniFilename ; // = "imgui.ini" // Absolute path to .ini file.
const char * LogFilename ; // = "imgui_log.txt" // Absolute path to .log file.
float MouseDoubleClickTime ; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist ; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
int KeyMap [ ImGuiKey_COUNT ] ; // <unset> // Map of indices into the KeysDown[512] entries array
ImFont Font ; // <auto> // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font).
float FontHeight ; // <auto> // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y
bool FontAllowScaling ; // = false // Set to allow scaling text with CTRL+Wheel.
2014-08-11 13:51:22 +00:00
float PixelCenterOffset ; // = 0.5f // Set to 0.0f for DirectX <= 9, 0.5f for Direct3D >= 10 and OpenGL.
2014-08-10 20:58:11 +00:00
// Settings - Functions (fill once)
void ( * RenderDrawListsFn ) ( ImDrawList * * const draw_lists , int count ) ; // Required
const char * ( * GetClipboardTextFn ) ( ) ; // Required for clipboard support
void ( * SetClipboardTextFn ) ( const char * text , const char * text_end ) ; // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end')
// Input - Fill before calling NewFrame()
2014-08-11 14:02:33 +00:00
ImVec2 MousePos ; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
2014-08-10 20:58:11 +00:00
bool MouseDown [ 2 ] ; // Mouse buttons
int MouseWheel ; // Mouse wheel: -1,0,+1
bool KeyCtrl ; // Keyboard modifier pressed: Control
bool KeyShift ; // Keyboard modifier pressed: Shift
bool KeysDown [ 512 ] ; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
char InputCharacters [ 16 ] ; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs for the rest of your application
bool WantCaptureMouse ; // ImGui is using your mouse input (= window is being hovered or widget is active).
bool WantCaptureKeyboard ; // imGui is using your keyboard input (= widget is active).
// [Internal] ImGui will maintain those fields for you
ImVec2 MousePosPrev ;
ImVec2 MouseDelta ;
bool MouseClicked [ 2 ] ;
ImVec2 MouseClickedPos [ 2 ] ;
float MouseClickedTime [ 2 ] ;
bool MouseDoubleClicked [ 2 ] ;
float MouseDownTime [ 2 ] ;
float KeysDownTime [ 512 ] ;
ImGuiIO ( ) ;
void AddInputCharacter ( char c ) ; // Helper to add a new character into InputCharacters[]
} ;
//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------
// Helper: execute a block of code once a frame only
// Usage: if (IMGUI_ONCE_UPON_A_FRAME) {/*do something once a frame*/)
# define IMGUI_ONCE_UPON_A_FRAME static ImGuiOncePerFrame im = ImGuiOncePerFrame()
struct ImGuiOncePerFrame
{
ImGuiOncePerFrame ( ) : LastFrame ( - 1 ) { }
operator bool ( ) const { return TryIsNewFrame ( ) ; }
private :
mutable int LastFrame ;
bool TryIsNewFrame ( ) const { const int current_frame = ImGui : : GetFrameCount ( ) ; if ( LastFrame = = current_frame ) return false ; LastFrame = current_frame ; return true ; }
} ;
// Helper: Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
struct TextRange
{
const char * b ;
const char * e ;
TextRange ( ) { b = e = NULL ; }
TextRange ( const char * _b , const char * _e ) { b = _b ; e = _e ; }
const char * begin ( ) const { return b ; }
const char * end ( ) const { return e ; }
bool empty ( ) const { return b = = e ; }
char front ( ) const { return * b ; }
static bool isblank ( char c ) { return c = = ' ' & & c = = ' \t ' ; }
void trim_blanks ( ) { while ( b < e & & isblank ( * b ) ) b + + ; while ( e > b & & isblank ( * ( e - 1 ) ) ) e - - ; }
void split ( char separator , ImVector < TextRange > & out ) ;
} ;
char InputBuf [ 256 ] ;
ImVector < TextRange > Filters ;
int CountGrep ;
ImGuiTextFilter ( ) ;
void Clear ( ) { InputBuf [ 0 ] = 0 ; Build ( ) ; }
void Draw ( const char * label = " Filter (inc,-exc) " , float width = -1.0f) ; // Helper calling InputText+Build
bool PassFilter ( const char * val ) const ;
bool IsActive ( ) const { return ! Filters . empty ( ) ; }
void Build ( ) ;
} ;
// Helper: Text buffer for logging/accumulating text
struct ImGuiTextBuffer
{
ImVector < char > Buf ;
ImGuiTextBuffer ( ) { Buf . push_back ( 0 ) ; }
const char * begin ( ) const { return Buf . begin ( ) ; }
const char * end ( ) const { return Buf . end ( ) - 1 ; }
size_t size ( ) const { return Buf . size ( ) - 1 ; }
bool empty ( ) { return Buf . empty ( ) ; }
void clear ( ) { Buf . clear ( ) ; Buf . push_back ( 0 ) ; }
void Append ( const char * fmt , . . . ) ;
} ;
// Helper: Key->value storage
// - Store collapse state for a tree
// - Store color edit options, etc.
// Typically you don't have to worry about this since a storage is held within each Window.
// Declare your own storage if you want to manipulate the open/close state of a particular sub-tree in your interface.
struct ImGuiStorage
{
struct Pair { ImU32 key ; int val ; } ;
ImVector < Pair > Data ;
void Clear ( ) ;
int GetInt ( ImU32 key , int default_val = 0 ) ;
void SetInt ( ImU32 key , int val ) ;
void SetAllInt ( int val ) ;
int * Find ( ImU32 key ) ;
void Insert ( ImU32 key , int val ) ;
} ;
//-----------------------------------------------------------------------------
// Draw List
// Hold a series of drawing commands. The user provide a renderer for ImDrawList
//-----------------------------------------------------------------------------
enum ImDrawCmdType
{
ImDrawCmdType_DrawTriangleList ,
ImDrawCmdType_PushClipRect ,
ImDrawCmdType_PopClipRect ,
} ;
// sizeof() == 4
struct ImDrawCmd
{
ImDrawCmdType cmd_type : 16 ;
unsigned int vtx_count : 16 ;
ImDrawCmd ( ImDrawCmdType _cmd_type = ImDrawCmdType_DrawTriangleList , unsigned int _vtx_count = 0 ) { cmd_type = _cmd_type ; vtx_count = _vtx_count ; }
} ;
# ifndef IMDRAW_TEX_UV_FOR_WHITE
# define IMDRAW_TEX_UV_FOR_WHITE ImVec2(0,0)
# endif
// sizeof() == 20
struct ImDrawVert
{
ImVec2 pos ;
ImVec2 uv ;
ImU32 col ;
} ;
// Draw command list
// User is responsible for providing a renderer for this in ImGuiIO::RenderDrawListFn
struct ImDrawList
{
ImVector < ImDrawCmd > commands ;
ImVector < ImDrawVert > vtx_buffer ; // each command consume ImDrawCmd::vtx_count of those
ImVector < ImVec4 > clip_rect_buffer ; // each PushClipRect command consume 1 of those
ImVector < ImVec4 > clip_rect_stack_ ; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
ImDrawVert * vtx_write_ ; // [internal] point within vtx_buffer after each add command. allow us to use less [] and .resize on the vector (often slow on windows/debug)
ImDrawList ( ) { Clear ( ) ; }
void Clear ( ) ;
void PushClipRect ( const ImVec4 & clip_rect ) ;
void PopClipRect ( ) ;
void AddCommand ( ImDrawCmdType cmd_type , int vtx_count ) ;
void AddVtx ( const ImVec2 & pos , ImU32 col ) ;
void AddVtxLine ( const ImVec2 & a , const ImVec2 & b , ImU32 col ) ;
// Primitives
void AddLine ( const ImVec2 & a , const ImVec2 & b , ImU32 col ) ;
void AddRect ( const ImVec2 & a , const ImVec2 & b , ImU32 col , float rounding = 0.0f , int rounding_corners = 0x0F ) ;
void AddRectFilled ( const ImVec2 & a , const ImVec2 & b , ImU32 col , float rounding = 0.0f , int rounding_corners = 0x0F ) ;
void AddTriangleFilled ( const ImVec2 & a , const ImVec2 & b , const ImVec2 & c , ImU32 col ) ;
void AddCircle ( const ImVec2 & centre , float radius , ImU32 col , int num_segments = 12 ) ;
void AddCircleFilled ( const ImVec2 & centre , float radius , ImU32 col , int num_segments = 12 ) ;
void AddArc ( const ImVec2 & center , float rad , ImU32 col , int a_min , int a_max , bool tris = false , const ImVec2 & third_point_offset = ImVec2 ( 0 , 0 ) ) ;
void AddText ( ImFont font , float font_size , const ImVec2 & pos , ImU32 col , const char * text_begin , const char * text_end ) ;
} ;
// Optional bitmap font data loader & renderer into vertices
// #define ImFont to ImBitmapFont to use
// Using the .fnt format exported by BMFont
// - tool: http://www.angelcode.com/products/bmfont
// - file-format: http://www.angelcode.com/products/bmfont/doc/file_format.html
// Assume valid file data (won't handle invalid/malicious data)
// Handle a subset of parameters.
// - kerning pair are not supported (because ImGui code does per-character CalcTextSize calls, need to turn it into something more stateful to allow kerning)
struct ImBitmapFont
{
# pragma pack(push, 1)
struct FntInfo
{
signed short FontSize ;
unsigned char BitField ; // bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeight, bits 5-7: reserved
unsigned char CharSet ;
unsigned short StretchH ;
unsigned char AA ;
unsigned char PaddingUp , PaddingRight , PaddingDown , PaddingLeft ;
unsigned char SpacingHoriz , SpacingVert ;
unsigned char Outline ;
//char FontName[];
} ;
struct FntCommon
{
unsigned short LineHeight ;
unsigned short Base ;
unsigned short ScaleW , ScaleH ;
unsigned short Pages ;
unsigned char BitField ;
unsigned char Channels [ 4 ] ;
} ;
struct FntGlyph
{
unsigned int Id ;
unsigned short X , Y ;
unsigned short Width , Height ;
signed short XOffset , YOffset ;
signed short XAdvance ;
unsigned char Page ;
unsigned char Channel ;
} ;
struct FntKerning
{
unsigned int IdFirst ;
unsigned int IdSecond ;
signed short Amount ;
} ;
# pragma pack(pop)
unsigned char * Data ; // Raw data, content of .fnt file
int DataSize ; //
bool DataOwned ; //
const FntInfo * Info ; // (point into raw data)
const FntCommon * Common ; // (point into raw data)
const FntGlyph * Glyphs ; // (point into raw data)
size_t GlyphsCount ; //
const FntKerning * Kerning ; // (point into raw data)
size_t KerningCount ; //
int TabCount ; // FIXME: mishandled (add fixed amount instead of aligning to column)
ImVector < const char * > Filenames ; // (point into raw data)
ImVector < int > IndexLookup ; // (built)
ImBitmapFont ( ) ;
~ ImBitmapFont ( ) { Clear ( ) ; }
bool LoadFromMemory ( const void * data , int data_size ) ;
bool LoadFromFile ( const char * filename ) ;
void Clear ( ) ;
void BuildLookupTable ( ) ;
const FntGlyph * FindGlyph ( unsigned short c ) const ;
float GetFontSize ( ) const { return ( float ) Info - > FontSize ; }
ImVec2 CalcTextSize ( float size , float max_width , const char * text_begin , const char * text_end , const char * * remaining = NULL ) const ;
void RenderText ( float size , ImVec2 pos , ImU32 col , const ImVec4 & clip_rect , const char * text_begin , const char * text_end , ImDrawVert * & out_vertices ) const ;
} ;