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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx9.cpp # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # imgui.cpp
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31
imgui.h
31
imgui.h
@ -15,6 +15,7 @@
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// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
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// - Wiki https://github.com/ocornut/imgui/wiki
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// - Issues & support https://github.com/ocornut/imgui/issues
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// - Discussions https://github.com/ocornut/imgui/discussions
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/*
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@ -200,6 +201,8 @@ typedef void* ImTextureID; // User data for rendering backend to identi
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typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void* (ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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typedef void (ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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@ -262,8 +265,9 @@ struct ImVec4
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namespace ImGui
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{
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// Context creation and access
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// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
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// None of those functions is reliant on the current context.
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// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
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// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
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IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
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IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
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IMGUI_API ImGuiContext* GetCurrentContext();
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@ -774,6 +778,7 @@ namespace ImGui
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IMGUI_API void LogFinish(); // stop logging (close file, etc.)
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IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
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IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
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IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);
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// Drag and Drop
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// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
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@ -895,9 +900,11 @@ namespace ImGui
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IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
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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 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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// - Those functions are not reliant on the current context.
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// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
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// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
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IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc* alloc_func, ImGuiMemFreeFunc* free_func, void* user_data = NULL);
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IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc** p_alloc_func, ImGuiMemFreeFunc** p_free_func, void** p_user_data);
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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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@ -2735,11 +2742,12 @@ struct ImFontAtlas
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//-------------------------------------------
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// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
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// After calling Build(), you can query the rectangle position and render your pixels.
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// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
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// so you can render e.g. custom colorful icons and use them as regular glyphs.
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// Read docs/FONTS.md for more details about using colorful icons.
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// Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
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// - After calling Build(), you can query the rectangle position and render your pixels.
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// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
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// - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
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// so you can render e.g. custom colorful icons and use them as regular glyphs.
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// - Read docs/FONTS.md for more details about using colorful icons.
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// - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
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IMGUI_API int AddCustomRectRegular(int width, int height);
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IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
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ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
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@ -2752,14 +2760,15 @@ struct ImFontAtlas
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// Members
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//-------------------------------------------
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bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
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bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
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// [Internal]
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// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
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bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
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unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
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int TexWidth; // Texture width calculated during Build().
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