Merge branch 'master' into navigation

# Conflicts:
#	imgui.cpp
This commit is contained in:
omar
2017-08-26 18:43:10 +08:00
12 changed files with 143 additions and 90 deletions

101
imgui.h
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@ -1,4 +1,4 @@
// dear imgui, v1.51 WIP
// dear imgui, v1.52 WIP
// (headers)
// See imgui.cpp file for documentation.
@ -16,7 +16,7 @@
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.51 WIP"
#define IMGUI_VERSION "1.52 WIP"
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
@ -31,9 +31,11 @@
// Some compilers support applying printf-style warnings to user functions.
#if defined(__clang__) || defined(__GNUC__)
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else
#define IM_PRINTFARGS(FMT)
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
#if defined(__clang__)
@ -234,43 +236,45 @@ namespace ImGui
// Columns
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API int GetColumnsCount();
// ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them.
// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(int int_id);
IMGUI_API void PopID();
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets
IMGUI_API void Text(const char* fmt, ...) IM_PRINTFARGS(1);
IMGUI_API void TextV(const char* fmt, va_list args);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
IMGUI_API void TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextDisabledV(const char* fmt, va_list args);
IMGUI_API void TextWrapped(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args);
// Widgets: Text
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done, no limits, recommended for long chunks of text
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Main
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed in text
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
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));
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
@ -337,15 +341,15 @@ namespace ImGui
// Widgets: Trees
IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
@ -371,8 +375,8 @@ namespace ImGui
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
// Tooltips
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
IMGUI_API void EndTooltip();
@ -403,7 +407,7 @@ namespace ImGui
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed)
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
// Clipping
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
@ -461,6 +465,7 @@ namespace ImGui
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
@ -863,7 +868,7 @@ struct ImGuiIO
// Input - Fill before calling NewFrame()
//------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
@ -1041,8 +1046,8 @@ struct ImGuiTextBuffer
bool empty() { return Buf.Size <= 1; }
void clear() { Buf.clear(); Buf.push_back(0); }
const char* c_str() const { return Buf.Data; }
IMGUI_API void append(const char* fmt, ...) IM_PRINTFARGS(2);
IMGUI_API void appendv(const char* fmt, va_list args);
IMGUI_API void append(const char* fmt, ...) IM_FMTARGS(2);
IMGUI_API void appendv(const char* fmt, va_list args) IM_FMTLIST(2);
};
// Helper: Simple Key->value storage
@ -1362,15 +1367,17 @@ struct ImFontConfig
{
void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer
float SizePixels; // // Size in pixels for rasterizer.
int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input
const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
// [Internal]
char Name[32]; // Name (strictly to ease debugging)