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https://github.com/Drezil/imgui.git
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Merge branch 'master' into viewport
# Conflicts: # examples/example_glfw_opengl3/main.cpp # examples/imgui_impl_opengl3.cpp # imgui.cpp # imgui_internal.h
This commit is contained in:
@ -1,5 +1,5 @@
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// dear imgui, v1.63 WIP
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// (internals)
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// dear imgui, v1.63
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// (internal structures/api)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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// Set:
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@ -98,6 +98,9 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
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#else
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#define IM_NEWLINE "\n"
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#endif
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#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
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#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
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#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
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// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
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#ifdef _MSC_VER
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@ -212,6 +215,14 @@ static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)
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// Types
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//-----------------------------------------------------------------------------
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// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D and maintenance of some patches)
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struct ImVec1
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{
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float x;
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ImVec1() { x = 0.0f; }
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ImVec1(float _x) { x = _x; }
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};
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enum ImGuiButtonFlags_
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{
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ImGuiButtonFlags_None = 0,
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@ -349,6 +360,12 @@ enum ImGuiNavForward
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ImGuiNavForward_ForwardActive
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};
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enum ImGuiPopupPositionPolicy
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{
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ImGuiPopupPositionPolicy_Default,
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ImGuiPopupPositionPolicy_ComboBox
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};
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// 2D axis aligned bounding-box
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// NB: we can't rely on ImVec2 math operators being available here
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struct IMGUI_API ImRect
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@ -407,9 +424,9 @@ struct ImGuiGroupData
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{
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ImVec2 BackupCursorPos;
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ImVec2 BackupCursorMaxPos;
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float BackupIndentX;
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float BackupGroupOffsetX;
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float BackupCurrentLineHeight;
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ImVec1 BackupIndent;
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ImVec1 BackupGroupOffset;
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ImVec2 BackupCurrentLineSize;
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float BackupCurrentLineTextBaseOffset;
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float BackupLogLinePosY;
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ImGuiID BackupActiveIdIsAlive;
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@ -945,11 +962,11 @@ struct IMGUI_API ImGuiWindowTempData
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{
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ImVec2 CursorPos;
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ImVec2 CursorPosPrevLine;
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ImVec2 CursorStartPos;
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ImVec2 CursorStartPos; // Initial position in client area with padding
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ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
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float CurrentLineHeight;
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ImVec2 CurrentLineSize;
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float CurrentLineTextBaseOffset;
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float PrevLineHeight;
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ImVec2 PrevLineSize;
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float PrevLineTextBaseOffset;
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float LogLinePosY;
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int TreeDepth;
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@ -981,15 +998,15 @@ struct IMGUI_API ImGuiWindowTempData
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ImVector<ImGuiGroupData>GroupStack;
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int StackSizesBackup[6]; // Store size of various stacks for asserting
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float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
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float GroupOffsetX;
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float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
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ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
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ImVec1 GroupOffset;
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ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
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ImGuiColumnsSet* ColumnsSet; // Current columns set
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ImGuiWindowTempData()
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{
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CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
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CurrentLineHeight = PrevLineHeight = 0.0f;
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CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
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CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
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LogLinePosY = -1.0f;
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TreeDepth = 0;
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@ -1011,9 +1028,9 @@ struct IMGUI_API ImGuiWindowTempData
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TextWrapPos = -1.0f;
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memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
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IndentX = 0.0f;
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GroupOffsetX = 0.0f;
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ColumnsOffsetX = 0.0f;
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Indent = ImVec1(0.0f);
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GroupOffset = ImVec1(0.0f);
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ColumnsOffset = ImVec1(0.0f);
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ColumnsSet = NULL;
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}
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};
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@ -1154,11 +1171,16 @@ namespace ImGui
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inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window); // FIXME: Rename to SetWindowFocus()
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IMGUI_API void FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToBack(ImGuiWindow* window);
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IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
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IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
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IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
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IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
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IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
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IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
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IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
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IMGUI_API void SetCurrentFont(ImFont* font);
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inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
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@ -1220,9 +1242,12 @@ namespace ImGui
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IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
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IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
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IMGUI_API ImGuiWindow* GetFrontMostPopupModal();
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IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
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IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
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// Navigation
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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@ -1230,7 +1255,15 @@ 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 CalcTypematicPressedRepeatAmount(float t, float t_prev, 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);
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IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
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// Inputs
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
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inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
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inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; }
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// Drag and Drop
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IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
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IMGUI_API void ClearDragDrop();
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@ -1256,6 +1289,7 @@ namespace ImGui
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IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
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IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
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IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
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IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
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// Render helpers (those functions don't access any ImGui state!)
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IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
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@ -1283,6 +1317,7 @@ namespace ImGui
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IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
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IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
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IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
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IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
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