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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking (with fixes)
# Conflicts: # imgui.cpp # imgui_internal.h
This commit is contained in:
@ -162,12 +162,21 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#define IM_NEWLINE "\n"
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#endif
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#define IM_TABSIZE (4)
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#if (__cplusplus >= 201100)
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#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
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#else
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#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
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#endif
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#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
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#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
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#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
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#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
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// Error handling
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#ifndef IMGUI_USER_ERROR
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#define IMGUI_USER_ERROR(_EXPR, _MSG) IM_ASSERT((_EXPR) && (_MSG)) // Recoverable User Error
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#endif
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// Debug Logging
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#ifndef IMGUI_DEBUG_LOG
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#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
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@ -1047,9 +1056,7 @@ struct ImGuiDockNode
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struct ImGuiContext
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{
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bool Initialized;
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bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()
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bool FrameScopePushedFallbackWindow; // Set by NewFrame(), cleared by EndFrame()
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bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
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bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
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ImGuiIO IO;
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ImGuiPlatformIO PlatformIO;
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ImGuiStyle Style;
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@ -1064,20 +1071,23 @@ struct ImGuiContext
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int FrameCountEnded;
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int FrameCountPlatformEnded;
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int FrameCountRendered;
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bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
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bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
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bool WithinEndChild; // Set within EndChild()
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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*> CurrentWindowStack;
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ImGuiStorage WindowsById;
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int WindowsActiveCount;
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ImGuiWindow* CurrentWindow; // Being drawn into
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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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ImGuiWindow* CurrentWindow; // Window being drawn into
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* WheelingWindow;
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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float WheelingWindowTimer;
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@ -1105,7 +1115,6 @@ struct ImGuiContext
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bool ActiveIdPreviousFrameIsAlive;
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bool ActiveIdPreviousFrameHasBeenEditedBefore;
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ImGuiWindow* ActiveIdPreviousFrameWindow;
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ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
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float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
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@ -1212,9 +1221,9 @@ struct ImGuiContext
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ImFont InputTextPasswordFont;
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ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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float ColorEditLastHue;
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float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
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float ColorEditLastColor[3];
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ImVec4 ColorPickerRef;
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ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
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bool DragCurrentAccumDirty;
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float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
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float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
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@ -1242,7 +1251,7 @@ struct ImGuiContext
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ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
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ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
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// Logging
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// Capture/Logging
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bool LogEnabled;
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ImGuiLogType LogType;
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FILE* LogFile; // If != NULL log to stdout/ file
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@ -1269,7 +1278,6 @@ struct ImGuiContext
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ImGuiContext(ImFontAtlas* shared_font_atlas)
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{
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Initialized = false;
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FrameScopeActive = FrameScopePushedFallbackWindow = false;
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ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None;
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Font = NULL;
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FontSize = FontBaseSize = 0.0f;
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@ -1278,6 +1286,7 @@ struct ImGuiContext
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Time = 0.0f;
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FrameCount = 0;
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FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
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WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
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WindowsActiveCount = 0;
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CurrentWindow = NULL;
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@ -1306,12 +1315,10 @@ struct ImGuiContext
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ActiveIdClickOffset = ImVec2(-1,-1);
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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ActiveIdPreviousFrame = 0;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameHasBeenEditedBefore = false;
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ActiveIdPreviousFrameWindow = NULL;
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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@ -1842,8 +1849,7 @@ namespace ImGui
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IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
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inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
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inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
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inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; }
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
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// Docking
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// (some functions are only declared in imgui.cpp, see Docking section)
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