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imgui.h
36
imgui.h
@ -3,7 +3,7 @@
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// See imgui.cpp file for documentation.
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// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
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// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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// Get latest version at https://github.com/ocornut/imgui
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/*
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@ -26,7 +26,7 @@ Index of this file:
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#pragma once
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// Configuration file (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 to your own filename)
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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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@ -44,7 +44,7 @@ Index of this file:
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#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.69 WIP"
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#define IMGUI_VERSION_NUM 16899
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
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@ -215,12 +215,12 @@ namespace ImGui
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// Demo, Debug, Information
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IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test 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 ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
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IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
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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"
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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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// Styles
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IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
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@ -385,7 +385,7 @@ namespace ImGui
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// - Most widgets return true when the value has been changed or when pressed/selected
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
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IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
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IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
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IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
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IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
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@ -582,7 +582,7 @@ namespace ImGui
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// Drag and Drop
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// [BETA API] API may evolve!
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IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
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IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, 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.
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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.
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IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
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IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
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IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
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@ -610,9 +610,9 @@ namespace ImGui
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IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
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IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
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IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemActive();
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IMGUI_API bool IsAnyItemFocused();
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IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
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IMGUI_API bool IsAnyItemActive(); // is any item active?
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IMGUI_API bool IsAnyItemFocused(); // is any item focused?
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IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
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IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
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IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
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@ -624,8 +624,8 @@ namespace ImGui
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IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
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IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
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IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
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IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
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IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
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IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
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IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
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IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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IMGUI_API ImGuiStorage* GetStateStorage();
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IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
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@ -652,7 +652,7 @@ namespace ImGui
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IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
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IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
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IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
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IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
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IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
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IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
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IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
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@ -671,12 +671,12 @@ namespace ImGui
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// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
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IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
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IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
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IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
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IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
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IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
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// Memory Utilities
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// Memory Allocators
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// - All those functions are not reliant on the current context.
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// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
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// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
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IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
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IMGUI_API void* MemAlloc(size_t size);
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IMGUI_API void MemFree(void* ptr);
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@ -737,7 +737,7 @@ enum ImGuiInputTextFlags_
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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 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_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
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ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
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@ -1059,7 +1059,7 @@ enum ImGuiCol_
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// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
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enum ImGuiStyleVar_
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{
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// Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
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// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
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ImGuiStyleVar_Alpha, // float Alpha
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ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
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ImGuiStyleVar_WindowRounding, // float WindowRounding
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