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https://github.com/Drezil/imgui.git
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Added more comments in the code.
This commit is contained in:
parent
b420a51541
commit
91059da1a5
125
imgui.cpp
125
imgui.cpp
@ -144,6 +144,7 @@
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- input number: optional range min/max
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- input number: holding [-]/[+] buttons should increase the step non-linearly
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- input number: use mouse wheel to step up/down
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- input text: add multi-line text edit
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- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 horrible layout code. item width should include frame padding, then we can have a generic horizontal layout helper.
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- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
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- columns: columns header to act as button (~sort op) and allow resize/reorder
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@ -175,7 +176,7 @@
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- style editor: add a button to print C code.
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- optimisation/render: use indexed rendering
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- optimisation/render: move clip-rect to vertex data? would allow merging all commands
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- optimisation/render: merge command-list of all windows into one command-list?
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- optimisation/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
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- optimisation/render: font exported by bmfont is not tight fit on vertical axis, incur unneeded pixel-shading cost.
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- optimisation: turn some the various stack vectors into statically-sized arrays
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- optimisation: better clipping for multi-component widgets
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@ -1521,6 +1522,7 @@ static const char* FindTextDisplayEnd(const char* text, const char* text_end =
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return text_display_end;
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}
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// Log ImGui display into text output (tty or file or clipboard)
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static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end)
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{
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ImGuiState& g = GImGui;
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@ -1545,7 +1547,7 @@ static void LogText(const ImVec2& ref_pos, const char* text, const char* text_en
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if (line_end >= text_end)
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line_end = NULL;
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bool is_first_line = (text == text_remaining);
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const bool is_first_line = (text == text_remaining);
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bool is_last_line = false;
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if (line_end == NULL)
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{
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@ -1577,6 +1579,7 @@ static void LogText(const ImVec2& ref_pos, const char* text, const char* text_en
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}
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}
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// Internal ImGui function to render text (called from ImGui::Text(), ImGui::TextUnformatted(), etc.)
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static void RenderText(ImVec2 pos, const char* text, const char* text_end, const bool hide_text_after_hash)
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{
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ImGuiState& g = GImGui;
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@ -1608,6 +1611,7 @@ static void RenderText(ImVec2 pos, const char* text, const char* text_end, const
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}
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}
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// Render a rectangle shaped with optional rounding and borders
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static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -1622,6 +1626,7 @@ static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border,
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}
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}
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// Render a triangle to denote expanded/collapsed state
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static void RenderCollapseTriangle(ImVec2 p_min, bool open, float scale, bool shadow)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -1650,6 +1655,8 @@ static void RenderCollapseTriangle(ImVec2 p_min, bool open, float scale, bool sh
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window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Border));
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}
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// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
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// CalcTextSize("") should return ImVec2(0.0f, GImGui.FontSize)
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ImVec2 CalcTextSize(const char* text, const char* text_end, const bool hide_text_after_hash)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -1664,6 +1671,7 @@ ImVec2 CalcTextSize(const char* text, const char* text_end, const bool hide_text
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return size;
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}
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// Find window given position, search front-to-back
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static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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{
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ImGuiState& g = GImGui;
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@ -1681,8 +1689,9 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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return NULL;
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}
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// - Box is clipped by our current clip setting
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// - Expand to be generous on unprecise inputs systems (touch)
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// Test if mouse cursor is hovering given aabb
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// NB- Box is clipped by our current clip setting
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// NB- Expand the aabb to be generous on unprecise inputs systems (g.Style.TouchExtraPadding)
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static bool IsMouseHoveringBox(const ImGuiAabb& box)
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{
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ImGuiState& g = GImGui;
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@ -1697,7 +1706,7 @@ static bool IsMouseHoveringBox(const ImGuiAabb& box)
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}
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// Expand for touch input
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ImGuiAabb box_for_touch(box_clipped.Min - g.Style.TouchExtraPadding, box_clipped.Max + g.Style.TouchExtraPadding);
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const ImGuiAabb box_for_touch(box_clipped.Min - g.Style.TouchExtraPadding, box_clipped.Max + g.Style.TouchExtraPadding);
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return box_for_touch.Contains(g.IO.MousePos);
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}
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@ -1779,6 +1788,7 @@ ImVec2 GetItemBoxMax()
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return window->DC.LastItemAabb.Max;
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}
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// Tooltip is sorted and turned into a BeginTooltip()/EndTooltip() sequence at the end of the frame. Each call override previous value.
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void SetTooltip(const char* fmt, ...)
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{
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ImGuiState& g = GImGui;
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@ -1788,6 +1798,7 @@ void SetTooltip(const char* fmt, ...)
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va_end(args);
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}
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// Position new window if they don't have position setting in the .ini file. Rarely useful (used by the sample applications).
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void SetNewWindowDefaultPos(const ImVec2& pos)
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{
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ImGuiState& g = GImGui;
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@ -1867,7 +1878,7 @@ void EndChild()
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}
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else
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{
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// When using filling child window, we don't provide the width/height to ItemSize so that it doesn't feed back into automatic fitting
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// When using auto-filling child window, we don't provide the width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
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ImVec2 sz = ImGui::GetWindowSize();
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if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitX)
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sz.x = 0;
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@ -1879,6 +1890,7 @@ void EndChild()
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}
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}
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// Push a new ImGui window to add widgets to. This can be called multiple times with the same window to append contents
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bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags)
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{
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ImGuiState& g = GImGui;
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@ -1890,6 +1902,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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// Create window the first time, and load settings
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if (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip))
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{
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// Tooltip and child windows don't store settings
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window = (ImGuiWindow*)IM_MALLOC(sizeof(ImGuiWindow));
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new(window) ImGuiWindow(name, ImVec2(0,0), size);
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}
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@ -1957,11 +1970,11 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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else
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ImGui::PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
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// ID stack
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// Seed ID stack with our window pointer
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window->IDStack.resize(0);
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ImGui::PushID(window);
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// Move window (at the beginning of the frame)
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// Move window (at the beginning of the frame to avoid lag)
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const ImGuiID move_id = window->GetID("#MOVE");
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RegisterAliveId(move_id);
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if (g.ActiveId == move_id)
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@ -1993,13 +2006,9 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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const ImVec2 pad = ImVec2(window->FontSize()*2.0f, window->FontSize()*2.0f);
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window->PosFloat = ImMax(window->PosFloat + window->Size, pad) - window->Size;
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window->PosFloat = ImMin(window->PosFloat, ImVec2(g.IO.DisplaySize.x, g.IO.DisplaySize.y) - pad);
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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window->SizeFull = ImMax(window->SizeFull, pad);
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}
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else
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{
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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}
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// Default item width
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if (window->Size.x > 0.0f && !(window->Flags & ImGuiWindowFlags_Tooltip))
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@ -2007,7 +2016,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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else
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window->ItemWidthDefault = 200.0f;
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// Prepare for focus requests
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// Prepare for keyboard focus requests
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if (window->FocusIdxRequestNext == IM_INT_MAX || window->FocusIdxCounter == -1)
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{
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window->FocusIdxRequestCurrent = IM_INT_MAX;
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@ -2029,7 +2038,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContentsFit.y - window->SizeFull.y));
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window->NextScrollY = window->ScrollY;
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// NB- at this point we don't have a clipping rectangle setup yet!
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// At this point we don't have a clipping rectangle setup yet, so we can test and draw in title bar
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// Collapse window by double-clicking on title bar
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if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
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{
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@ -2047,7 +2056,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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if (window->Collapsed)
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{
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// Title bar only
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// Draw title bar only
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window->Size = title_bar_aabb.GetSize();
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window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBgCollapsed), g.Style.WindowRounding);
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if (window->Flags & ImGuiWindowFlags_ShowBorders)
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@ -2060,18 +2069,18 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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{
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window->Size = window->SizeFull;
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// Draw resize grip and resize
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ImU32 resize_col = 0;
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if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
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{
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// Tooltip always resize
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if (window->AutoFitFrames > 0)
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{
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// Tooltip always resize
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window->SizeFull = window->SizeContentsFit + g.Style.WindowPadding - ImVec2(0.0f, g.Style.ItemSpacing.y);
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}
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}
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else if (!(window->Flags & ImGuiWindowFlags_NoResize))
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{
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// Draw resize grip
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const ImGuiAabb resize_aabb(window->Aabb().GetBR()-ImVec2(18,18), window->Aabb().GetBR());
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const ImGuiID resize_id = window->GetID("#RESIZE");
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bool hovered, held;
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@ -2116,6 +2125,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
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window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBg), g.Style.WindowRounding, 1|2);
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// Borders
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if (window->Flags & ImGuiWindowFlags_ShowBorders)
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{
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const float rounding = (window->Flags & ImGuiWindowFlags_ComboBox) ? 0.0f : g.Style.WindowRounding;
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@ -2137,7 +2147,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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const float grab_size_y_norm = ImSaturate(window->Size.y / ImMax(window->SizeContentsFit.y, window->Size.y));
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const float grab_size_y = scrollbar_bb.GetHeight() * grab_size_y_norm;
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// Handle input right away (none of the code above is relying on scrolling)
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// Handle input right away (none of the code above is relying on scrolling position)
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bool held = false;
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bool hovered = false;
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if (grab_size_y_norm < 1.0f)
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@ -2246,11 +2256,9 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
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clip_rect.z -= g.Style.ScrollBarWidth;
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ImGui::PushClipRect(clip_rect);
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if (first_begin_of_the_frame)
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{
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// Clear 'accessed' flag last thing
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if (first_begin_of_the_frame)
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window->Accessed = false;
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}
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// Child window can be out of sight and have "negative" clip windows.
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse because they have no title bar).
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@ -2282,13 +2290,13 @@ void End()
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ImGui::PopClipRect(); // inner window clip rectangle
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ImGui::PopClipRect(); // outer window clip rectangle
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// Select window for move/focus when we're done with all our widgets
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ImGuiAabb bb(window->Pos, window->Pos+window->Size);
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// Select window for move/focus when we're done with all our widgets (we only consider non-childs windows here)
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const ImGuiAabb bb(window->Pos, window->Pos+window->Size);
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if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredWindowExcludingChilds == window && IsMouseHoveringBox(bb) && g.IO.MouseClicked[0])
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g.ActiveId = window->GetID("#MOVE");
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// Stop logging
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: more options for scope of logging
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
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{
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g.LogEnabled = false;
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if (g.LogFile != NULL)
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@ -2314,12 +2322,12 @@ void End()
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g.CurrentWindow = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
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}
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// Moving window to front
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static void FocusWindow(ImGuiWindow* window)
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{
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ImGuiState& g = GImGui;
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g.FocusedWindow = window;
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// Move to front
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for (size_t i = 0; i < g.Windows.size(); i++)
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if (g.Windows[i] == window)
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{
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@ -2384,7 +2392,7 @@ void PopStyleColor()
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const char* GetStyleColorName(ImGuiCol idx)
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{
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// Create with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
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// Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
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switch (idx)
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{
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case ImGuiCol_Text: return "Text";
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@ -2455,7 +2463,7 @@ void SetWindowPos(const ImVec2& pos)
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window->PosFloat = pos;
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window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
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// If we happen to move the window while it is showing (which is a bad idea) let's at least offset the cursor
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// If we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
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window->DC.CursorPos += (window->Pos - old_pos);
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}
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@ -2609,7 +2617,7 @@ void TextUnformatted(const char* text, const char* text_end)
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{
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ImVec2 pos = start_pos;
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// lines to skip (can't skip when logging text)
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// Lines to skip (can't skip when logging text)
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if (!g.LogEnabled)
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{
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int lines_skippable = (int)((clip_rect.y - start_pos.y) / line_height) - 1;
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@ -2626,7 +2634,7 @@ void TextUnformatted(const char* text, const char* text_end)
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}
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}
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// lines to render?
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// Lines to render
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if (line < text_end)
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{
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ImGuiAabb line_box(pos, pos + ImVec2(ImGui::GetWindowWidth(), line_height));
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@ -2647,7 +2655,7 @@ void TextUnformatted(const char* text, const char* text_end)
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pos.y += line_height;
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}
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// count remaining lines
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// Count remaining lines
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int lines_skipped = 0;
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while (line < text_end)
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{
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@ -2676,7 +2684,7 @@ void TextUnformatted(const char* text, const char* text_end)
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return;
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// Render
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// We don't hide text after # in this end-user function.
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// We don't hide text after ## in this end-user function.
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RenderText(bb.Min, text_begin, text_end, false);
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}
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}
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@ -2693,6 +2701,7 @@ void AlignFirstTextHeightToWidgets()
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ImGui::SameLine(0, 0);
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}
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// Add a label+text combo aligned to other label+value widgets
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void LabelText(const char* label, const char* fmt, ...)
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{
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ImGuiState& g = GImGui;
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@ -2805,7 +2814,7 @@ bool Button(const char* label, ImVec2 size, bool repeat_when_held)
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return pressed;
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}
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// Fits within text without additional spacing.
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// Small buttons fits within text without additional spacing.
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bool SmallButton(const char* label)
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{
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ImGuiState& g = GImGui;
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@ -2833,6 +2842,7 @@ bool SmallButton(const char* label)
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return pressed;
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}
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// Upper-right button to close a window.
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static bool CloseWindowButton(bool* open)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -2862,6 +2872,7 @@ static bool CloseWindowButton(bool* open)
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return pressed;
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}
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// Start logging ImGui output to TTY
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void LogToTTY(int max_depth)
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{
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ImGuiState& g = GImGui;
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@ -2873,6 +2884,7 @@ void LogToTTY(int max_depth)
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g.LogAutoExpandMaxDepth = max_depth;
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}
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// Start logging ImGui output to given file
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void LogToFile(int max_depth, const char* filename)
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{
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ImGuiState& g = GImGui;
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@ -2886,6 +2898,7 @@ void LogToFile(int max_depth, const char* filename)
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g.LogAutoExpandMaxDepth = max_depth;
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}
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// Start logging ImGui output to clipboard
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void LogToClipboard(int max_depth)
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{
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ImGuiState& g = GImGui;
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@ -2897,6 +2910,7 @@ void LogToClipboard(int max_depth)
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g.LogAutoExpandMaxDepth = max_depth;
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}
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// Helper to display logging buttons
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void LogButtons()
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{
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ImGuiState& g = GImGui;
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@ -2941,6 +2955,7 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
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label = str_id;
|
||||
const ImGuiID id = window->GetID(str_id);
|
||||
|
||||
// We only write to the tree storage if the user clicks
|
||||
ImGuiStorage* tree = window->DC.StateStorage;
|
||||
bool opened;
|
||||
if (window->DC.OpenNextNode != -1)
|
||||
@ -2954,6 +2969,7 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
|
||||
opened = tree->GetInt(id, default_open) != 0;
|
||||
}
|
||||
|
||||
// Framed header expand a little outside the default padding
|
||||
const ImVec2 window_padding = window->WindowPadding();
|
||||
const ImVec2 text_size = CalcTextSize(label);
|
||||
const ImVec2 pos_min = window->DC.CursorPos;
|
||||
@ -2969,8 +2985,8 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
|
||||
const ImGuiAabb text_bb(bb.Min, bb.Min + ImVec2(window->FontSize() + style.FramePadding.x*2*2,0) + text_size);
|
||||
ItemSize(ImVec2(text_bb.GetSize().x, bb.GetSize().y)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit
|
||||
|
||||
// Logging auto expand tree nodes (but not collapsing headers.. seems like sensible behaviour)
|
||||
// NB- If we are above max depth we still allow manually opened nodes to be logged
|
||||
// When logging is enabled, if automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behaviour).
|
||||
// NB- If we are above max depth we still allow manually opened nodes to be logged.
|
||||
if (!display_frame)
|
||||
if (g.LogEnabled && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
|
||||
opened = true;
|
||||
@ -2990,12 +3006,14 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
|
||||
const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
if (display_frame)
|
||||
{
|
||||
// Framed type
|
||||
RenderFrame(bb.Min, bb.Max, col, true);
|
||||
RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true);
|
||||
RenderText(bb.Min + style.FramePadding + ImVec2(window->FontSize() + style.FramePadding.x*2,0), label);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unframed typed for tree nodes
|
||||
if ((held && hovered) || hovered)
|
||||
RenderFrame(bb.Min, bb.Max, col, false);
|
||||
RenderCollapseTriangle(bb.Min + ImVec2(style.FramePadding.x, window->FontSize()*0.15f), opened, 0.70f, false);
|
||||
@ -3005,6 +3023,7 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
|
||||
return opened;
|
||||
}
|
||||
|
||||
// Text with a little bullet aligned to the typical tree node.
|
||||
void BulletText(const char* fmt, ...)
|
||||
{
|
||||
ImGuiState& g = GImGui;
|
||||
@ -3033,6 +3052,7 @@ void BulletText(const char* fmt, ...)
|
||||
RenderText(bb.Min+ImVec2(window->FontSize()+g.Style.FramePadding.x*2,0), text_begin, text_end);
|
||||
}
|
||||
|
||||
// If returning 'true' the node is open and the user is responsible for calling TreePop
|
||||
bool TreeNode(const char* str_id, const char* fmt, ...)
|
||||
{
|
||||
static char buf[1024];
|
||||
@ -3054,6 +3074,7 @@ bool TreeNode(const char* str_id, const char* fmt, ...)
|
||||
return opened;
|
||||
}
|
||||
|
||||
// If returning 'true' the node is open and the user is responsible for calling TreePop
|
||||
bool TreeNode(const void* ptr_id, const char* fmt, ...)
|
||||
{
|
||||
static char buf[1024];
|
||||
@ -3111,6 +3132,7 @@ void PopID()
|
||||
window->IDStack.pop_back();
|
||||
}
|
||||
|
||||
// User can input math operators (e.g. +100) to edit a numerical values.
|
||||
// NB: only call right after InputText because we are using its InitialValue storage
|
||||
static void ApplyNumericalTextInput(const char* buf, float *v)
|
||||
{
|
||||
@ -3156,7 +3178,8 @@ static void ApplyNumericalTextInput(const char* buf, float *v)
|
||||
*v = op_v;
|
||||
}
|
||||
|
||||
// use power!=1.0 for logarithmic sliders
|
||||
// Use power!=1.0 for logarithmic sliders.
|
||||
// Adjust display_format to decorate the value with a prefix or a suffix.
|
||||
bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
|
||||
{
|
||||
ImGuiState& g = GImGui;
|
||||
@ -3195,7 +3218,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
|
||||
|
||||
if (IsClipped(slider_bb))
|
||||
{
|
||||
// NB- we don't use ClipAdvance() because we don't want to submit ItemSize() because we may change into a text edit later which may submit an ItemSize itself
|
||||
// NB- we don't use ClipAdvance() in the if() statement because we don't want to submit ItemSize() because we may change into a text edit later which may submit an ItemSize itself
|
||||
ItemSize(bb);
|
||||
return false;
|
||||
}
|
||||
@ -3212,7 +3235,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
|
||||
const float slider_effective_x1 = slider_bb.Min.x + grab_size_in_pixels*0.5f;
|
||||
const float slider_effective_x2 = slider_bb.Max.x - grab_size_in_pixels*0.5f;
|
||||
|
||||
// For logarithmic sliders that cross over sign boundary we want the exponential increase to be symetric around 0.0
|
||||
// For logarithmic sliders that cross over sign boundary we want the exponential increase to be symetric around 0.0f
|
||||
float linear_zero_pos = 0.0f; // 0.0->1.0f
|
||||
if (!is_unbound)
|
||||
{
|
||||
@ -3247,7 +3270,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
|
||||
}
|
||||
}
|
||||
|
||||
// Tabbing thru or CTRL-clicking through slider turns into an input box
|
||||
// Tabbing or CTRL-clicking through slider turns into an input box
|
||||
bool value_changed = false;
|
||||
if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId))
|
||||
{
|
||||
@ -3261,7 +3284,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
|
||||
if (g.SliderAsInputTextId == 0)
|
||||
{
|
||||
// First frame
|
||||
IM_ASSERT(g.ActiveId == id); // InputText ID should match the Slider ID (else we'd need to store them both)
|
||||
IM_ASSERT(g.ActiveId == id); // InputText ID should match the Slider ID (else we'd need to store them both which is also possible)
|
||||
g.SliderAsInputTextId = g.ActiveId;
|
||||
g.ActiveId = id;
|
||||
g.HoveredId = id;
|
||||
@ -3351,12 +3374,12 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
|
||||
float v_clamped = ImClamp(*v, v_min, v_max);
|
||||
if (v_clamped < 0.0f)
|
||||
{
|
||||
float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
|
||||
const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
|
||||
grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
|
||||
const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
|
||||
grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
|
||||
}
|
||||
|
||||
@ -3366,6 +3389,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
|
||||
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, window->Color(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab));
|
||||
}
|
||||
|
||||
// Draw value using user-provided display format so user can add prefix/suffix/decorations to the value.
|
||||
char value_buf[64];
|
||||
ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
|
||||
RenderText(ImVec2(slider_bb.GetCenter().x-CalcTextSize(value_buf).x*0.5f, frame_bb.Min.y + style.FramePadding.y), value_buf);
|
||||
@ -3536,7 +3560,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, const float* values
|
||||
const float v1 = PlotGetValue(values, stride, (v_idx + values_offset + 1) % values_count);
|
||||
const ImVec2 p1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) );
|
||||
|
||||
// NB: draw calls are merged into ones
|
||||
// NB- Draw calls are merged together by the DrawList system.
|
||||
if (plot_type == ImGuiPlotType_Lines)
|
||||
window->DrawList->AddLine(ImLerp(graph_bb.Min, graph_bb.Max, p0), ImLerp(graph_bb.Min, graph_bb.Max, p1), v_hovered == v_idx ? col_hovered : col_base);
|
||||
else if (plot_type == ImGuiPlotType_Histogram)
|
||||
@ -3546,7 +3570,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, const float* values
|
||||
p0 = p1;
|
||||
}
|
||||
|
||||
// Overlay last value
|
||||
// Text overlay
|
||||
if (overlay_text)
|
||||
RenderText(ImVec2(graph_bb.GetCenter().x-CalcTextSize(overlay_text).x*0.5f, frame_bb.Min.y + style.FramePadding.y), overlay_text);
|
||||
|
||||
@ -3838,6 +3862,7 @@ bool InputFloat(const char* label, float *v, float step, float step_fast, int de
|
||||
value_changed = true;
|
||||
}
|
||||
|
||||
// Step buttons
|
||||
if (step > 0.0f)
|
||||
{
|
||||
ImGui::PopItemWidth();
|
||||
@ -3894,7 +3919,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
|
||||
if (ClipAdvance(frame_bb))
|
||||
return false;
|
||||
|
||||
// NB: we can only read/write if we are the active widget!
|
||||
// NB: we can only read/write to 'edit_state' if we are the active widget!
|
||||
ImGuiTextEditState& edit_state = g.InputTextState;
|
||||
|
||||
const bool is_ctrl_down = io.KeyCtrl;
|
||||
@ -3937,6 +3962,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
|
||||
bool cancel_edit = false;
|
||||
if (g.ActiveId == id)
|
||||
{
|
||||
// Edit in progress
|
||||
edit_state.BufSize = buf_size < IM_ARRAYSIZE(edit_state.Text) ? buf_size : IM_ARRAYSIZE(edit_state.Text);
|
||||
edit_state.Font = window->Font();
|
||||
edit_state.FontSize = window->FontSize();
|
||||
@ -4155,6 +4181,7 @@ static bool Combo_ArrayGetter(void* data, int idx, const char** out_text)
|
||||
return true;
|
||||
}
|
||||
|
||||
// Combo box helper allowing to pass an array of strings.
|
||||
bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items)
|
||||
{
|
||||
const bool value_changed = Combo(label, current_item, Combo_ArrayGetter, (void*)items, items_count, popup_height_items);
|
||||
@ -4181,6 +4208,7 @@ static bool Combo_StringListGetter(void* data, int idx, const char** out_text)
|
||||
return true;
|
||||
}
|
||||
|
||||
// Combo box helper allowing to pass all items in a single string.
|
||||
bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items)
|
||||
{
|
||||
int items_count = 0;
|
||||
@ -4194,6 +4222,7 @@ bool Combo(const char* label, int* current_item, const char* items_separated_by_
|
||||
return value_changed;
|
||||
}
|
||||
|
||||
// Combo box function.
|
||||
bool Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_height_items)
|
||||
{
|
||||
ImGuiState& g = GImGui;
|
||||
@ -4250,7 +4279,7 @@ bool Combo(const char* label, int* current_item, bool (*items_getter)(void*, int
|
||||
const ImGuiAabb popup_aabb(ImVec2(frame_bb.Min.x+popup_off_x, frame_bb.Max.y), ImVec2(frame_bb.Max.x+popup_off_x, frame_bb.Max.y + popup_height));
|
||||
ImGui::SetCursorPos(popup_aabb.Min - window->Pos);
|
||||
|
||||
ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
|
||||
const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
|
||||
ImGui::BeginChild("#ComboBox", popup_aabb.GetSize(), false, flags);
|
||||
ImGuiWindow* child_window = GetCurrentWindow();
|
||||
ImGui::Spacing();
|
||||
@ -4347,7 +4376,7 @@ bool ColorEdit3(const char* label, float col[3])
|
||||
col4[1] = col[1];
|
||||
col4[2] = col[2];
|
||||
col4[3] = 1.0f;
|
||||
bool value_changed = ImGui::ColorEdit4(label, col4, false);
|
||||
const bool value_changed = ImGui::ColorEdit4(label, col4, false);
|
||||
col[0] = col4[0];
|
||||
col[1] = col4[1];
|
||||
col[2] = col4[2];
|
||||
@ -4493,6 +4522,7 @@ void ColorEditMode(ImGuiColorEditMode mode)
|
||||
window->DC.ColorEditMode = mode;
|
||||
}
|
||||
|
||||
// Horizontal separator.
|
||||
void Separator()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
@ -4518,6 +4548,7 @@ void Separator()
|
||||
ImGui::PushColumnClipRect();
|
||||
}
|
||||
|
||||
// A little vertical spacing.
|
||||
void Spacing()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
@ -4713,7 +4744,7 @@ void Columns(int columns_count, const char* id, bool border)
|
||||
bool hovered, held;
|
||||
ButtonBehaviour(column_aabb, column_id, &hovered, &held, true);
|
||||
|
||||
// Draw before resize so our items positioning are in sync with the line
|
||||
// Draw before resize so our items positioning are in sync with the line being drawn
|
||||
const ImU32 col = window->Color(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
|
||||
const float xi = (float)(int)x;
|
||||
window->DrawList->AddLine(ImVec2(xi, y1), ImVec2(xi, y2), col);
|
||||
|
24
imgui.h
24
imgui.h
@ -145,16 +145,16 @@ namespace ImGui
|
||||
void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);
|
||||
void EndChild();
|
||||
bool GetWindowIsFocused();
|
||||
float GetWindowWidth();
|
||||
ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing
|
||||
void SetWindowPos(const ImVec2& pos); // set current window pos
|
||||
ImVec2 GetWindowSize();
|
||||
float GetWindowWidth();
|
||||
ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing.
|
||||
void SetWindowPos(const ImVec2& pos); // set current window pos.
|
||||
ImVec2 GetWindowContentRegionMin();
|
||||
ImVec2 GetWindowContentRegionMax();
|
||||
ImDrawList* GetWindowDrawList();
|
||||
ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
|
||||
void SetFontScale(float scale);
|
||||
void SetScrollPosHere();
|
||||
void SetTreeStateStorage(ImGuiStorage* tree);
|
||||
void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
|
||||
void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
|
||||
ImGuiStorage* GetTreeStateStorage();
|
||||
void PushItemWidth(float item_width);
|
||||
void PopItemWidth();
|
||||
@ -183,7 +183,7 @@ namespace ImGui
|
||||
void SetCursorPosX(float x); // "
|
||||
void SetCursorPosY(float y); // "
|
||||
ImVec2 GetCursorScreenPos(); // cursor position in screen space
|
||||
void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match higher widgets.
|
||||
void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
|
||||
float GetTextLineSpacing();
|
||||
float GetTextLineHeight();
|
||||
|
||||
@ -203,7 +203,7 @@ namespace ImGui
|
||||
bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false);
|
||||
bool SmallButton(const char* label);
|
||||
bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
|
||||
bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
|
||||
bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
|
||||
bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
|
||||
bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
|
||||
bool SliderFloat4(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
|
||||
@ -228,10 +228,10 @@ namespace ImGui
|
||||
bool ColorEdit3(const char* label, float col[3]);
|
||||
bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
|
||||
void ColorEditMode(ImGuiColorEditMode mode);
|
||||
bool TreeNode(const char* str_label_id); // if returning 'true' the user is responsible for calling TreePop
|
||||
bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
|
||||
bool TreeNode(const char* str_id, const char* fmt, ...); // "
|
||||
bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
|
||||
void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layout purpose
|
||||
void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
|
||||
void TreePush(const void* ptr_id = NULL); // "
|
||||
void TreePop();
|
||||
void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
|
||||
@ -290,8 +290,8 @@ enum ImGuiWindowFlags_
|
||||
enum ImGuiInputTextFlags_
|
||||
{
|
||||
// Default: 0
|
||||
ImGuiInputTextFlags_CharsDecimal = 1 << 0,
|
||||
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1,
|
||||
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
|
||||
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
|
||||
ImGuiInputTextFlags_AutoSelectAll = 1 << 2,
|
||||
ImGuiInputTextFlags_AlignCenter = 1 << 3,
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user