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https://github.com/Drezil/imgui.git
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Merge branch 'master' into viewport
# Conflicts: # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # imgui.cpp # imgui.h
This commit is contained in:
@ -1,4 +1,4 @@
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// dear imgui, v1.61
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// dear imgui, v1.62 WIP
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// (internals)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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@ -33,16 +33,25 @@
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// Forward Declarations
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//-----------------------------------------------------------------------------
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struct ImRect;
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struct ImGuiColMod;
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struct ImGuiStyleMod;
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struct ImGuiGroupData;
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struct ImGuiMenuColumns;
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struct ImGuiDrawContext;
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struct ImGuiTextEditState;
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struct ImGuiPopupRef;
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struct ImGuiWindow;
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struct ImGuiWindowSettings;
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struct ImRect; // An axis-aligned rectangle (2 points)
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struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
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struct ImDrawListSharedData; // Data shared between all ImDrawList instances
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struct ImGuiColMod; // Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiColumnData; // Storage data for a single column
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struct ImGuiColumnsSet; // Storage data for a columns set
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struct ImGuiContext; // Main imgui context
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struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavMoveResult; // Result of a directional navigation move query result
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struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
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struct ImGuiPopupRef; // Storage for current popup stack
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struct ImGuiSettingsHandler;
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struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
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struct ImGuiTextEditState; // Internal state of the currently focused/edited text input box
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struct ImGuiWindow; // Storage for one window
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struct ImGuiWindowTempData; // Temporary storage for one, that's the data which in theory we could ditch at the end of the frame
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struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
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typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
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typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
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@ -50,6 +59,7 @@ typedef int ImGuiItemFlags; // flags: for PushItemFlag()
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typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
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typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
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typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
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typedef int ImGuiNavMoveFlags; // flags: for navigation requests // enum ImGuiNavMoveFlags_
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typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
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typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
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@ -227,10 +237,11 @@ enum ImGuiColumnsFlags_
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enum ImGuiSelectableFlagsPrivate_
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{
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// NB: need to be in sync with last value of ImGuiSelectableFlags_
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ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick
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ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease
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ImGuiSelectableFlags_Disabled = 1 << 5,
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
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ImGuiSelectableFlags_NoHoldingActiveID = 1 << 3,
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ImGuiSelectableFlags_PressedOnClick = 1 << 4,
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ImGuiSelectableFlags_PressedOnRelease = 1 << 5,
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ImGuiSelectableFlags_Disabled = 1 << 6,
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 7
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};
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enum ImGuiSeparatorFlags_
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@ -302,6 +313,14 @@ enum ImGuiNavDirSourceFlags_
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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enum ImGuiNavMoveFlags_
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{
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3 // This is not super useful for provided for completeness
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};
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enum ImGuiNavForward
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{
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ImGuiNavForward_None,
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@ -337,6 +356,8 @@ struct IMGUI_API ImRect
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
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void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
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void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
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void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
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void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
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void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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@ -360,7 +381,7 @@ struct ImGuiStyleMod
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ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
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};
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// Stacked data for BeginGroup()/EndGroup()
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// Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiGroupData
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{
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ImVec2 BackupCursorPos;
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@ -374,7 +395,7 @@ struct ImGuiGroupData
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bool AdvanceCursor;
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};
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// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
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// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
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struct IMGUI_API ImGuiMenuColumns
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{
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int Count;
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@ -412,7 +433,7 @@ struct IMGUI_API ImGuiTextEditState
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void OnKeyPressed(int key);
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};
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// Data saved in imgui.ini file
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// Windows data saved in imgui.ini file
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struct ImGuiWindowSettings
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{
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char* Name;
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@ -428,7 +449,7 @@ struct ImGuiWindowSettings
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struct ImGuiSettingsHandler
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{
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const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
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const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
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ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
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void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
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void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
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@ -491,6 +512,7 @@ struct ImGuiColumnsSet
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}
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};
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// Data shared between all ImDrawList instances
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struct IMGUI_API ImDrawListSharedData
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{
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ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
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@ -602,7 +624,7 @@ struct ImGuiNextWindowData
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}
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};
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// Main state for ImGui
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// Main imgui context
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struct ImGuiContext
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{
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bool Initialized;
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@ -673,7 +695,7 @@ struct ImGuiContext
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode?
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ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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int NavScoringCount; // Metrics for debugging
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
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ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
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float NavWindowingHighlightTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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@ -690,8 +712,10 @@ struct ImGuiContext
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ImRect NavInitResultRectRel;
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir;
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ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag)
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@ -812,8 +836,9 @@ struct ImGuiContext
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NavInitResultId = 0;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestFlags = 0;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = ImGuiDir_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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ModalWindowDarkeningRatio = 0.0f;
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MouseCursor = ImGuiMouseCursor_Arrow;
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@ -859,16 +884,16 @@ enum ImGuiItemFlags_
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{
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ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
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ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
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ImGuiItemFlags_NoNav = 1 << 3, // false
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ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
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ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
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ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
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};
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// Transient per-window data, reset at the beginning of the frame
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// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
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struct IMGUI_API ImGuiDrawContext
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// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
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// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
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struct IMGUI_API ImGuiWindowTempData
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{
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ImVec2 CursorPos;
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ImVec2 CursorPosPrevLine;
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@ -913,7 +938,7 @@ struct IMGUI_API ImGuiDrawContext
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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.
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ImGuiColumnsSet* ColumnsSet; // Current columns set
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ImGuiDrawContext()
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ImGuiWindowTempData()
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{
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CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
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CurrentLineHeight = PrevLineHeight = 0.0f;
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@ -945,7 +970,7 @@ struct IMGUI_API ImGuiDrawContext
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}
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};
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// Windows data
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// Storage for one window
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struct IMGUI_API ImGuiWindow
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{
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char* Name;
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@ -997,7 +1022,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
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@ -1050,7 +1075,7 @@ public:
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ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
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};
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// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
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// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
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struct ImGuiItemHoveredDataBackup
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{
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ImGuiID LastItemId;
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@ -1134,6 +1159,8 @@ namespace ImGui
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
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@ -1197,7 +1224,7 @@ namespace ImGui
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// ImFontAtlas internals
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IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
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IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
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IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
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IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
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