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24
imgui.cpp
24
imgui.cpp
@ -289,6 +289,7 @@
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- text edit: flag to disable live update of the user buffer.
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- text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
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- text edit: add multi-line text edit
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- tree: reformulate OpenNextNode() into SetNextWindowCollapsed() api
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- tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
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- settings: write more decent code to allow saving/loading new fields
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- settings: api for per-tool simple persistent data (bool,int,float) in .ini file
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@ -531,8 +532,8 @@ ImGuiStyle::ImGuiStyle()
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Colors[ImGuiCol_TooltipBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
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}
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// Statically allocated font atlas. This is merely a maneuver to keep its definition at the bottom of the .H file.
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// Because we cannot new() at this point (before users may define IO.MemAllocFn)
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// Statically allocated font atlas. This is merely a maneuver to keep ImFontAtlas definition at the bottom of the .h file (otherwise it'd be inside ImGuiIO)
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// Also we wouldn't be able to new() one at this point, before users may define IO.MemAllocFn.
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static ImFontAtlas GDefaultFontAtlas;
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ImGuiIO::ImGuiIO()
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@ -564,7 +565,7 @@ ImGuiIO::ImGuiIO()
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// Pass in translated ASCII characters for text input.
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// - with glfw you can get those from the callback set in glfwSetCharCallback()
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// - on Windows you can get those using ToAscii+keyboard state, or via the VM_CHAR message
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// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
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void ImGuiIO::AddInputCharacter(ImWchar c)
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{
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const size_t n = ImStrlenW(InputCharacters);
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@ -590,7 +591,7 @@ const float PI = 3.14159265358979323846f;
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#define IM_INT_MAX 2147483647
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#endif
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// Play it nice with Windows users. Notepad in 2014 still doesn't display text data with Unix-style \n.
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// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
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#ifdef _MSC_VER
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#define STR_NEWLINE "\r\n"
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#else
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@ -649,8 +650,7 @@ static char* ImStrdup(const char *str)
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static size_t ImStrlenW(const ImWchar* str)
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{
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size_t n = 0;
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while (*str++)
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n++;
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while (*str++) n++;
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return n;
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}
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@ -843,7 +843,7 @@ struct ImGuiStyleMod // Style modifier, backup of modified data so we can res
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ImVec2 PreviousValue;
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};
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struct ImGuiAabb // 2D axis aligned bounding-box
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struct ImGuiAabb // 2D axis aligned bounding-box
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{
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ImVec2 Min;
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ImVec2 Max;
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@ -935,7 +935,7 @@ struct ImGuiTextEditState
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float ScrollX;
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STB_TexteditState StbState;
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float CursorAnim;
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ImVec2 LastCursorPos; // Cursor position in screen space to be used by IME callback.
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ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback.
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bool SelectedAllMouseLock;
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ImFont* Font;
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float FontSize;
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@ -5362,7 +5362,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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edit_state.Width = w;
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stb_textedit_initialize_state(&edit_state.StbState, true);
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edit_state.CursorAnimReset();
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edit_state.LastCursorPos = ImVec2(-1.f,-1.f);
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edit_state.InputCursorScreenPos = ImVec2(-1.f,-1.f);
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if (tab_focus_requested || is_ctrl_down)
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select_all = true;
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@ -5610,11 +5610,11 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
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if (g.InputTextState.CursorIsVisible())
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window->DrawList->AddRect(cursor_pos - font_off_up + ImVec2(0,2), cursor_pos + font_off_dn - ImVec2(0,3), window->Color(ImGuiCol_Text));
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// Notify OS of text input position
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if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.LastCursorPos - cursor_pos) > 0.0001f)
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// Notify OS of text input position for advanced IME
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if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_pos) > 0.0001f)
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io.ImeSetInputScreenPosFn((int)cursor_pos.x - 1, (int)(cursor_pos.y - window->FontSize())); // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.
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edit_state.LastCursorPos = cursor_pos;
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edit_state.InputCursorScreenPos = cursor_pos;
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}
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RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
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21
imgui.h
21
imgui.h
@ -391,7 +391,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
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ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
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ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
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ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking focus
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ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
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ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
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ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
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@ -498,7 +498,7 @@ enum ImGuiColorEditMode_
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enum ImGuiSetCondition_
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{
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ImGuiSetCondition_Always = 1 << 0, // Set the variable
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ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session)
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ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call per runtime session
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ImGuiSetCondition_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
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};
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@ -534,7 +534,7 @@ struct ImGuiIO
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ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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float IniSavingRate; // = 5.0f // Maximum time between saving .ini file, in seconds.
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float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
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const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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@ -556,8 +556,8 @@ struct ImGuiIO
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// See example code if you are unsure of how to implement this.
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void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
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// Optional: access OS clipboard (default to use native Win32 clipboard on Windows, otherwise use a ImGui private clipboard)
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// Override to access OS clipboard on other architectures.
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// Optional: access OS clipboard
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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const char* (*GetClipboardTextFn)();
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void (*SetClipboardTextFn)(const char* text);
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@ -565,7 +565,7 @@ struct ImGuiIO
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void* (*MemAllocFn)(size_t sz);
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void (*MemFreeFn)(void* ptr);
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// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese inputs in Windows)
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// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
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void (*ImeSetInputScreenPosFn)(int x, int y);
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//------------------------------------------------------------------
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@ -573,12 +573,12 @@ struct ImGuiIO
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//------------------------------------------------------------------
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
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bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
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bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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// Function
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@ -596,7 +596,7 @@ struct ImGuiIO
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// [Internal] ImGui will maintain those fields for you
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//------------------------------------------------------------------
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ImVec2 MousePosPrev; //
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ImVec2 MousePosPrev; // Previous mouse position
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
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bool MouseClicked[5]; // Mouse button went from !Down to Down
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ImVec2 MouseClickedPos[5]; // Position at time of clicking
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@ -752,7 +752,6 @@ struct ImColor
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ImColor(int r, int g, int b, int a = 255) { Value.x = (float)r / 255.0f; Value.y = (float)g / 255.0f; Value.z = (float)b / 255.0f; Value.w = (float)a / 255.0f; }
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ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
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ImColor(const ImVec4& col) { Value = col; }
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operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
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operator ImVec4() const { return Value; }
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@ -775,7 +774,7 @@ struct ImColor
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// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
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typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
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// Typically, 1 command = 1 gpu draw call
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// Typically, 1 command = 1 gpu draw call (unless command is a callback)
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struct ImDrawCmd
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{
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unsigned int vtx_count; // Number of vertices (multiple of 3) to be drawn as triangles. The vertices are stored in the callee ImDrawList's vtx_buffer[] array.
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