mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_internal.h
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@ -281,9 +281,6 @@ static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs)
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#endif
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// Helpers: File System
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#if defined(__EMSCRIPTEN__) && !defined(IMGUI_DISABLE_FILE_FUNCTIONS)
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#define IMGUI_DISABLE_FILE_FUNCTIONS
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#endif
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#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
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#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
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typedef void* ImFileHandle;
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@ -862,6 +859,7 @@ struct ImGuiColumns
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ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns()
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ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
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ImVector<ImGuiColumnData> Columns;
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ImDrawListSplitter Splitter;
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ImGuiColumns() { Clear(); }
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void Clear()
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@ -1159,8 +1157,8 @@ struct ImGuiContext
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// Windows state
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
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ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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int WindowsActiveCount; // Number of unique windows submitted by frame
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@ -1430,7 +1428,7 @@ struct ImGuiContext
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NavInitResultId = 0;
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NavMoveFromClampedRefRect = false;
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NavMoveRequest = false;
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NavMoveRequestFlags = 0;
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NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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@ -1447,11 +1445,11 @@ struct ImGuiContext
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MouseCursor = ImGuiMouseCursor_Arrow;
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DragDropActive = DragDropWithinSourceOrTarget = false;
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DragDropSourceFlags = 0;
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DragDropSourceFlags = ImGuiDragDropFlags_None;
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DragDropSourceFrameCount = -1;
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DragDropMouseButton = -1;
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DragDropTargetId = 0;
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DragDropAcceptFlags = 0;
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DragDropAcceptFlags = ImGuiDragDropFlags_None;
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DragDropAcceptIdCurrRectSurface = 0.0f;
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DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
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DragDropAcceptFrameCount = -1;
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@ -1568,7 +1566,7 @@ struct IMGUI_API ImGuiWindowTempData
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GroupOffset = ImVec1(0.0f);
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LastItemId = 0;
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LastItemStatusFlags = 0;
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LastItemStatusFlags = ImGuiItemStatusFlags_None;
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LastItemRect = LastItemDisplayRect = ImRect();
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NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
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@ -1597,7 +1595,7 @@ struct IMGUI_API ImGuiWindowTempData
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// Storage for one window
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struct IMGUI_API ImGuiWindow
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{
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char* Name;
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char* Name; // Window name, owned by the window.
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ImGuiID ID; // == ImHashStr(Name)
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ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
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ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
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@ -1768,7 +1766,7 @@ struct ImGuiTabItem
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float Width; // Width currently displayed
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float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
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ImGuiTabItem() { ID = 0; Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
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ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
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};
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// Storage for a tab bar (sizeof() 92~96 bytes)
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@ -1817,6 +1815,7 @@ struct ImGuiTabBar
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namespace ImGui
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{
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// Windows
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// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
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// If this ever crash because g.CurrentWindow is NULL it means that either
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// - ImGui::NewFrame() has never been called, which is illegal.
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@ -1825,11 +1824,6 @@ 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* FindWindowByID(ImGuiID id);
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IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(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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@ -1838,9 +1832,15 @@ namespace ImGui
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IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
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IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
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IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
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IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
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// Windows: Display Order and Focus Order
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IMGUI_API void FocusWindow(ImGuiWindow* window);
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IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
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IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
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IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
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// Fonts, drawing
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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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inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
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@ -1879,6 +1879,7 @@ namespace ImGui
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// Basic Accessors
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
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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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IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
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@ -1887,7 +1888,7 @@ namespace ImGui
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IMGUI_API ImGuiID GetHoveredID();
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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IMGUI_API void MarkItemEdited(ImGuiID id);
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IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
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IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
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// Basic Helpers for widget code
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@ -2000,7 +2001,7 @@ namespace ImGui
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IMGUI_API void ClearDragDrop();
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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// New Columns API (FIXME-WIP)
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// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api)
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IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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IMGUI_API void PushColumnClipRect(int column_index);
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@ -2108,6 +2109,10 @@ namespace ImGui
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IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
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IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
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// Garbage collection
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IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
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IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
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// Debug Tools
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inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
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inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
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