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https://github.com/Drezil/imgui.git
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Trim trailing whitespace (#305)
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60
imgui.h
60
imgui.h
@ -30,7 +30,7 @@
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#define IMGUI_API
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#endif
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#if defined(__clang__) || defined(__GNUC__)
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#if defined(__clang__) || defined(__GNUC__)
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#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
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#else
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#define IM_PRINTFARGS(FMT)
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@ -60,7 +60,7 @@ typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
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typedef int ImGuiSetCond; // enum ImGuiSetCond_
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typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
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typedef int ImGuiSelectableFlags; // enum ImGuiSelectableFlags_
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struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
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struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
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typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
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struct ImVec2
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@ -93,7 +93,7 @@ struct ImVec4
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// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
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// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
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// - struct ImGuiListClipper // Helper to manually clip large list of items.
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// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
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// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
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// - struct ImDrawList // Draw command list
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// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
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// - struct ImFont // Single font
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@ -114,7 +114,7 @@ namespace ImGui
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IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui
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// Window
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IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
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IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
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IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
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IMGUI_API void End();
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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@ -177,7 +177,7 @@ namespace ImGui
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IMGUI_API void PopButtonRepeat();
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// Cursor / Layout
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IMGUI_API void BeginGroup(); // once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
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IMGUI_API void BeginGroup(); // once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
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IMGUI_API void EndGroup();
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IMGUI_API void Separator(); // horizontal line
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IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
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@ -198,7 +198,7 @@ namespace ImGui
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IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
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IMGUI_API void SetCursorPosX(float x); // "
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IMGUI_API void SetCursorPosY(float y); // "
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IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
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IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API 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
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@ -228,7 +228,7 @@ namespace ImGui
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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().
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IMGUI_API void TextWrappedV(const char* fmt, va_list args);
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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
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IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
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IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
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IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
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IMGUI_API void Bullet();
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IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1);
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@ -304,7 +304,7 @@ namespace ImGui
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IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
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// Widgets: Selectable / Lists
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IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
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IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
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IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
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IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
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IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
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@ -365,7 +365,7 @@ namespace ImGui
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IMGUI_API ImVec2 GetItemRectMax(); // "
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IMGUI_API ImVec2 GetItemRectSize(); // "
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IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
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IMGUI_API bool IsWindowFocused(); // is current window focused
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IMGUI_API bool IsWindowFocused(); // is current window focused
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IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows)
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IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
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IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
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@ -389,7 +389,7 @@ namespace ImGui
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IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
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IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
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IMGUI_API bool IsKeyReleased(int key_index); // "
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IMGUI_API bool IsMouseDown(int button); // is mouse button held
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IMGUI_API bool IsMouseDown(int button); // is mouse button held
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IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
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IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
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IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
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@ -400,7 +400,7 @@ namespace ImGui
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IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
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IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
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IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
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IMGUI_API void ResetMouseDragDelta(int button = 0); //
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IMGUI_API void ResetMouseDragDelta(int button = 0); //
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IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
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IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
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IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
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@ -681,9 +681,9 @@ struct ImGuiIO
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// User Functions
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//------------------------------------------------------------------
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// REQUIRED: rendering function.
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// REQUIRED: rendering function.
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// See example code if you are unsure of how to implement this.
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void (*RenderDrawListsFn)(ImDrawData* data);
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void (*RenderDrawListsFn)(ImDrawData* data);
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// Optional: access OS clipboard
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// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
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@ -706,7 +706,7 @@ struct ImGuiIO
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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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.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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@ -756,7 +756,7 @@ struct ImGuiIO
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// Helpers
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//-----------------------------------------------------------------------------
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// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
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// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
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// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
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template<typename T>
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class ImVector
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@ -794,14 +794,14 @@ public:
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inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
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inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
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inline void reserve(int new_capacity)
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{
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inline void reserve(int new_capacity)
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{
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if (new_capacity <= Capacity) return;
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T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
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memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
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ImGui::MemFree(Data);
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Data = new_data;
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Capacity = new_capacity;
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Capacity = new_capacity;
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}
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inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
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@ -884,13 +884,13 @@ struct ImGuiTextBuffer
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// - You want to store custom debug data easily without adding or editing structures in your code.
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struct ImGuiStorage
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{
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struct Pair
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{
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ImGuiID key;
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union { int val_i; float val_f; void* val_p; };
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Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
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Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
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Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
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struct Pair
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{
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ImGuiID key;
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union { int val_i; float val_f; void* val_p; };
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Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
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Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
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Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
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};
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ImVector<Pair> Data;
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@ -905,7 +905,7 @@ struct ImGuiStorage
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IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
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IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
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// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
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// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
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// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
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// - A typical use case where this is convenient:
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// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
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@ -1064,7 +1064,7 @@ struct ImDrawList
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ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
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ImVector<ImVec4> _ClipRectStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImTextureID> _TextureIdStack; // [Internal]
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ImVector<ImVec2> _Path; // [Internal] current path building
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int _ChannelCurrent; // [Internal] current channel number (0)
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ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API
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@ -1079,7 +1079,7 @@ struct ImDrawList
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IMGUI_API void PushTextureID(const ImTextureID& texture_id);
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IMGUI_API void PopTextureID();
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// Primitives
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// Primitives
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IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
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IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
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IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
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@ -1137,7 +1137,7 @@ struct ImFontConfig
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{
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void* FontData; // // TTF data
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int FontDataSize; // // TTF data size
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bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
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bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
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int FontNo; // 0 // Index of font within TTF file
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float SizePixels; // // Size in pixels for rasterizer
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int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
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@ -1146,7 +1146,7 @@ struct ImFontConfig
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const ImWchar* GlyphRanges; // // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
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bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
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bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
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// [Internal]
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char Name[32]; // Name (strictly for debugging)
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ImFont* DstFont;
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