mirror of
https://github.com/Drezil/imgui.git
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Minor API comments and tweaks, standardize index used in imgui.h. Tables: tweaked TableSetupColumn() assert to use IM_ASSERT_USER_ERROR().
This commit is contained in:
parent
2e48c2da81
commit
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@ -132,6 +132,8 @@ Other Changes:
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VERSION 1.79 (Released 2020-10-08)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.79
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Breaking Changes:
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- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
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@ -224,6 +226,8 @@ Other Changes:
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VERSION 1.78 (Released 2020-08-18)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.78
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Breaking Changes:
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- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut]
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12
imgui.cpp
12
imgui.cpp
@ -124,7 +124,7 @@ CODE
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- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
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- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
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- General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
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- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW
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- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets
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PROGRAMMER GUIDE
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@ -156,18 +156,20 @@ CODE
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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----------------------------------------------
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- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
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- Or maintain your own branch where you have imconfig.h modified.
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- Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over master.
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- You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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likely be a comment about it. Please report any issue to the GitHub page!
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- Try to keep your copy of dear imgui reasonably up to date.
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- To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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- Try to keep your copy of Dear ImGui reasonably up to date.
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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---------------------------------------------------------------
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- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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- In the majority of cases you should be able to use unmodified backends files available in the examples/ folder.
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- In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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- Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).
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- You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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@ -348,7 +350,7 @@ CODE
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0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
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- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
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Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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- You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.
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- You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets
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- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
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to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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- Mouse:
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134
imgui.h
134
imgui.h
@ -19,25 +19,24 @@
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/*
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Index of this file:
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// Header mess
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// Forward declarations and basic types
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// ImGui API (Dear ImGui end-user API)
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// Flags & Enumerations
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// Memory allocations macros
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// ImVector<>
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// ImGuiStyle
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// ImGuiIO
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// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
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// Obsolete functions
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// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
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// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
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// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
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// [SECTION] Header mess
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// [SECTION] Forward declarations and basic types
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// [SECTION] Dear ImGui end-user API functions
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// [SECTION] Flags & Enumerations
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// [SECTION] Helpers: Memory allocations macros, ImVector<>
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// [SECTION] ImGuiStyle
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// [SECTION] ImGuiIO
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// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
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// [SECTION] Obsolete functions
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// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
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// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
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// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
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*/
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#pragma once
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// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
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// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
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#ifdef IMGUI_USER_CONFIG
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#include IMGUI_USER_CONFIG
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#endif
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@ -48,7 +47,7 @@ Index of this file:
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#ifndef IMGUI_DISABLE
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//-----------------------------------------------------------------------------
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// Header mess
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// [SECTION] Header mess
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//-----------------------------------------------------------------------------
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// Includes
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@ -86,11 +85,13 @@ Index of this file:
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#else
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#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
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#endif
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// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
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#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to our formatting functions.
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
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#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
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#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) // Apply printf-style warnings to our formatting functions.
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#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
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#else
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#define IM_FMTARGS(FMT)
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@ -106,12 +107,12 @@ Index of this file:
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#endif
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#elif defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations and basic types
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// [SECTION] Forward declarations and basic types
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//-----------------------------------------------------------------------------
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// Forward declarations
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@ -186,10 +187,10 @@ typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: f
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typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
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#endif
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typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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// Decoded character types
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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@ -234,8 +235,8 @@ struct ImVec2
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// 4D vector (often used to store floating-point colors)
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struct ImVec4
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{
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float x, y, z, w;
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ImVec4() { x = y = z = w = 0.0f; }
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float x, y, z, w;
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ImVec4() { x = y = z = w = 0.0f; }
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ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
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#ifdef IM_VEC4_CLASS_EXTRA
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IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
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@ -243,8 +244,8 @@ struct ImVec4
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};
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//-----------------------------------------------------------------------------
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// ImGui: Dear ImGui end-user API
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// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
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// [SECTION] Dear ImGui end-user API functions
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// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
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//-----------------------------------------------------------------------------
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namespace ImGui
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@ -266,19 +267,19 @@ namespace ImGui
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IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
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// Demo, Debug, Information
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IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
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IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
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IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
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IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
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IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
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IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
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IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
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IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
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IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
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IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
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// Styles
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IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
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IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
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IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
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IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
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// Windows
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// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
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@ -338,20 +339,21 @@ namespace ImGui
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
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// Content region
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// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
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// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
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IMGUI_API float GetWindowContentRegionWidth(); //
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// Windows Scrolling
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IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
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IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y
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IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
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IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
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IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
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IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
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IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
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IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
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IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
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@ -360,23 +362,16 @@ namespace ImGui
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// Parameters stacks (shared)
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IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
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IMGUI_API void PopFont();
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IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
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IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
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IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
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IMGUI_API void PopStyleColor(int count = 1);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
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IMGUI_API void PopStyleVar(int count = 1);
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IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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IMGUI_API void PopAllowKeyboardFocus();
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IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
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IMGUI_API void PopButtonRepeat();
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IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
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IMGUI_API ImFont* GetFont(); // get current font
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IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
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IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
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IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
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IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
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IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
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// Parameters stacks (current window)
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IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). 0.0f = default to ~2/3 of windows width,
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@ -386,6 +381,15 @@ namespace ImGui
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IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
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IMGUI_API void PopTextWrapPos();
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// Style read access
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IMGUI_API ImFont* GetFont(); // get current font
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IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
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IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
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IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
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IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
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IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
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IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
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// Cursor / Layout
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// - By "cursor" we mean the current output position.
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// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
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@ -608,7 +612,7 @@ namespace ImGui
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IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
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// Tooltips
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// - Tooltip are windows following the mouse which do not take focus away.
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// - Tooltip are windows following the mouse. They do not take focus away.
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IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
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IMGUI_API void EndTooltip();
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
|
||||
@ -738,7 +742,6 @@ namespace ImGui
|
||||
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
|
||||
|
||||
// Drag and Drop
|
||||
// - [BETA API] API may evolve!
|
||||
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
|
||||
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
|
||||
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
|
||||
@ -749,6 +752,7 @@ namespace ImGui
|
||||
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
|
||||
|
||||
// Clipping
|
||||
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
|
||||
IMGUI_API void PopClipRect();
|
||||
|
||||
@ -858,7 +862,7 @@ namespace ImGui
|
||||
} // namespace ImGui
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Flags & Enumerations
|
||||
// [SECTION] Flags & Enumerations
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Flags for ImGui::Begin()
|
||||
@ -1277,7 +1281,7 @@ enum ImGuiKeyModFlags_
|
||||
// Gamepad/Keyboard navigation
|
||||
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
|
||||
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
|
||||
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.
|
||||
enum ImGuiNavInput_
|
||||
{
|
||||
// Gamepad Mapping
|
||||
@ -1547,7 +1551,10 @@ enum ImGuiCond_
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helpers: Memory allocations macros
|
||||
// [SECTION] Helpers: Memory allocations macros, ImVector<>
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
|
||||
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
|
||||
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
|
||||
@ -1563,7 +1570,7 @@ inline void operator delete(void*, ImNewWrapper, void*) {} // This is only re
|
||||
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helper: ImVector<>
|
||||
// ImVector<>
|
||||
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
|
||||
//-----------------------------------------------------------------------------
|
||||
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
|
||||
@ -1633,7 +1640,8 @@ struct ImVector
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImGuiStyle
|
||||
// [SECTION] ImGuiStyle
|
||||
//-----------------------------------------------------------------------------
|
||||
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
|
||||
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
|
||||
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
|
||||
@ -1687,7 +1695,8 @@ struct ImGuiStyle
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImGuiIO
|
||||
// [SECTION] ImGuiIO
|
||||
//-----------------------------------------------------------------------------
|
||||
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
|
||||
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1821,7 +1830,7 @@ struct ImGuiIO
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Misc data structures
|
||||
// [SECTION] Misc data structures
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
|
||||
@ -1919,7 +1928,8 @@ struct ImGuiTableSortSpecs
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
|
||||
// [SECTION] Obsolete functions
|
||||
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
|
||||
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -1959,7 +1969,7 @@ namespace ImGui
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helpers
|
||||
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Helper: Unicode defines
|
||||
@ -2161,7 +2171,7 @@ struct ImColor
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -2435,7 +2445,7 @@ struct ImDrawData
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
|
||||
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImFontConfig
|
||||
|
@ -5516,13 +5516,13 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
bool ImGui::ShowStyleSelector(const char* label)
|
||||
{
|
||||
static int style_idx = -1;
|
||||
if (ImGui::Combo(label, &style_idx, "Classic\0Dark\0Light\0"))
|
||||
if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
|
||||
{
|
||||
switch (style_idx)
|
||||
{
|
||||
case 0: ImGui::StyleColorsClassic(); break;
|
||||
case 1: ImGui::StyleColorsDark(); break;
|
||||
case 2: ImGui::StyleColorsLight(); break;
|
||||
case 0: ImGui::StyleColorsDark(); break;
|
||||
case 1: ImGui::StyleColorsLight(); break;
|
||||
case 2: ImGui::StyleColorsClassic(); break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
@ -1291,8 +1291,12 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!");
|
||||
IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!");
|
||||
IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && "Called TableSetupColumn() too many times!");
|
||||
IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
|
||||
if (table->DeclColumnsCount >= table->ColumnsCount)
|
||||
{
|
||||
IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!");
|
||||
return;
|
||||
}
|
||||
|
||||
ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
|
||||
table->DeclColumnsCount++;
|
||||
|
Loading…
Reference in New Issue
Block a user