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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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