mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Merge branch 'master' into docking
+ fix warning fix for mingw+dx9 # Conflicts: # backends/imgui_impl_dx9.cpp # imgui.cpp
This commit is contained in:
111
imgui_internal.h
111
imgui_internal.h
@ -54,7 +54,10 @@ Index of this file:
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// Visual Studio warnings
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#ifdef _MSC_VER
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#pragma warning (push)
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#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
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#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
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#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
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#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
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#endif
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// Clang/GCC warnings with -Weverything
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@ -111,7 +114,7 @@ struct ImGuiGroupData; // Stacked storage data for BeginGroup()/End
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiLastItemDataBackup; // 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 gamepad/keyboard directional navigation move query result
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struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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@ -135,6 +138,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
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typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
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typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd()
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
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@ -240,6 +244,13 @@ namespace ImStb
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#define IMGUI_CDECL
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#endif
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// Warnings
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#if defined(_MSC_VER) && !defined(__clang__)
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#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX))
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#else
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#define IM_MSVC_WARNING_SUPPRESS(XXXX)
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#endif
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// Debug Tools
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// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
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#ifndef IM_DEBUG_BREAK
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@ -504,12 +515,12 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran
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}
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// Helper: ImBitArray class (wrapper over ImBitArray functions)
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// Store 1-bit per value. NOT CLEARED by constructor.
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// Store 1-bit per value.
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template<int BITCOUNT>
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struct IMGUI_API ImBitArray
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{
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ImU32 Storage[(BITCOUNT + 31) >> 5];
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ImBitArray() { }
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ImBitArray() { ClearAllBits(); }
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void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
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void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
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bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
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@ -709,32 +720,51 @@ enum ImGuiItemFlags_
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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_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
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ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
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ImGuiItemFlags_Default_ = 0
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ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
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};
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// Flags for ItemAdd()
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// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop.
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enum ImGuiItemAddFlags_
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{
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ImGuiItemAddFlags_None = 0,
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ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear.
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};
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// Storage for LastItem data
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enum ImGuiItemStatusFlags_
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{
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ImGuiItemStatusFlags_None = 0,
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ImGuiItemStatusFlags_HoveredRect = 1 << 0,
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // LastItemDisplayRect is valid
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ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid
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ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
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ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
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ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
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ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
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ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
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ImGuiItemStatusFlags_HoveredWindow = 1 << 7 // Override the HoveredWindow test to allow cross-window hover testing.
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ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
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ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code.
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ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing.
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ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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, // [imgui_tests only]
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ImGuiItemStatusFlags_Openable = 1 << 10, //
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ImGuiItemStatusFlags_Opened = 1 << 11, //
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ImGuiItemStatusFlags_Checkable = 1 << 12, //
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ImGuiItemStatusFlags_Checked = 1 << 13 //
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ImGuiItemStatusFlags_Openable = 1 << 20, //
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ImGuiItemStatusFlags_Opened = 1 << 21, //
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ImGuiItemStatusFlags_Checkable = 1 << 22, //
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ImGuiItemStatusFlags_Checked = 1 << 23 //
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#endif
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};
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// Extend ImGuiInputTextFlags_
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enum ImGuiInputTextFlagsPrivate_
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{
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// [Internal]
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ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
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ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data
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ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
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};
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// Extend ImGuiButtonFlags_
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enum ImGuiButtonFlagsPrivate_
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{
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@ -1025,18 +1055,18 @@ struct ImGuiPopupData
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ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
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};
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struct ImGuiNavMoveResult
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struct ImGuiNavItemData
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{
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ImGuiWindow* Window; // Best candidate window
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ImGuiID ID; // Best candidate ID
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ImGuiID FocusScopeId; // Best candidate focus scope ID
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float DistBox; // Best candidate box distance to current NavId
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float DistCenter; // Best candidate center distance to current NavId
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float DistAxial;
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ImRect RectRel; // Best candidate bounding box in window relative space
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ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
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ImGuiID ID; // Init,Move // Best candidate item ID
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ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
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ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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ImGuiNavMoveResult() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
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ImGuiNavItemData() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
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};
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enum ImGuiNextWindowDataFlags_
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@ -1507,6 +1537,7 @@ struct ImGuiContext
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float WheelingWindowTimer;
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// Item/widgets state and tracking information
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ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
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ImGuiID HoveredId; // Hovered widget, filled during the frame
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ImGuiID HoveredIdPreviousFrame;
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bool HoveredIdAllowOverlap;
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@ -1596,9 +1627,9 @@ struct ImGuiContext
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ImGuiKeyModFlags NavMoveRequestKeyMods;
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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; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
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ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around.
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ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags.
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@ -1617,7 +1648,7 @@ struct ImGuiContext
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int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
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int TabFocusRequestNextCounterRegular; // Stored for next frame
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int TabFocusRequestNextCounterTabStop; // "
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bool TabFocusPressed; //
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bool TabFocusPressed; // Set in NewFrame() when user pressed Tab
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// Render
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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@ -1749,6 +1780,7 @@ struct ImGuiContext
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WheelingWindow = NULL;
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WheelingWindowTimer = 0.0f;
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CurrentItemFlags = ImGuiItemFlags_None;
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HoveredId = HoveredIdPreviousFrame = 0;
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HoveredIdAllowOverlap = false;
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HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
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@ -1909,8 +1941,8 @@ struct IMGUI_API ImGuiWindowTempData
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// Keyboard/Gamepad navigation
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ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
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int NavLayerActiveMask; // Which layers have been written to (result from previous frame)
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int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame)
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short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
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short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
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ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
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bool NavHideHighlightOneFrame;
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bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
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@ -1932,7 +1964,6 @@ struct IMGUI_API ImGuiWindowTempData
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// Local parameters stacks
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// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
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ImGuiItemFlags ItemFlags; // == g.ItemFlagsStack.back()
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float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
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float TextWrapPos; // Current text wrap pos.
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ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
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@ -2501,7 +2532,7 @@ namespace ImGui
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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inline ImGuiItemFlags GetItemsFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.ItemFlags; }
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inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.CurrentItemFlags; }
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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
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IMGUI_API void ClearActiveID();
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@ -2515,12 +2546,11 @@ namespace ImGui
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// Basic Helpers for widget code
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IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
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IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
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IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
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IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0);
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IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
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IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id);
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IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
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IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
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IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested
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IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
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IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
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IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
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IMGUI_API void PushMultiItemsWidths(int components, float width_full);
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@ -2530,6 +2560,15 @@ namespace ImGui
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IMGUI_API ImVec2 GetContentRegionMaxAbs();
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IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
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// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
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// (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
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// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
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inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd()
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inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
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#endif
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// Logging/Capture
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IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
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IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
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@ -2559,7 +2598,7 @@ namespace ImGui
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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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 void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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// Focus Scope (WIP)
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// This is generally used to identify a selection set (multiple of which may be in the same window), as selection
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Block a user