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Cleaned up the top of imgui.h, documenting all types / forward declarations
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105
imgui.h
105
imgui.h
@ -29,7 +29,7 @@
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#define IM_ASSERT(_EXPR) assert(_EXPR)
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#endif
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// Some compilers support applying printf-style warnings to user functions
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// Some compilers support applying printf-style warnings to user functions.
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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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@ -37,39 +37,50 @@
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#endif
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// Forward declarations
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struct ImDrawCmd;
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struct ImDrawList;
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struct ImDrawData;
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struct ImFont;
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struct ImFontAtlas;
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struct ImColor;
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struct ImGuiIO;
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struct ImGuiStorage;
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struct ImGuiStyle;
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struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
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struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
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struct ImDrawData; // All draw command lists required to render the frame
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struct ImDrawList; // A single draw command list (generally one per window)
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struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
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struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
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struct ImFontConfig; // Configuration data when adding a font or merging fonts
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struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui
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struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
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struct ImGuiStorage; // Simple custom key value storage
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struct ImGuiStyle; // Runtime data for styling/colors
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struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
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struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
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struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced)
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struct ImGuiListClipper; // Helper to manually clip large list of items
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// Enumerations (declared as int for compatibility and to not pollute the top of this file)
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typedef unsigned int ImU32;
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typedef unsigned short ImWchar; // character for keyboard input/display
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typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
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typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
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typedef int ImGuiCol; // enum ImGuiCol_
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typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
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typedef int ImGuiKey; // enum ImGuiKey_
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typedef int ImGuiAlign; // enum ImGuiAlign_
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typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
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typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
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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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typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
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typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
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typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
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typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
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typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
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typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
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typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
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typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
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// Others helpers at bottom of the file:
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// class ImVector<> // Lightweight std::vector like class.
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// IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
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struct ImVec2
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{
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float x, y;
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ImVec2() { x = y = 0.0f; }
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ImVec2(float _x, float _y) { x = _x; y = _y; }
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#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
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IM_VEC2_CLASS_EXTRA
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#endif
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@ -80,25 +91,11 @@ struct ImVec4
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float x, y, z, w;
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ImVec4() { x = y = z = w = 0.0f; }
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ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
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#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
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IM_VEC4_CLASS_EXTRA
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#endif
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};
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// Helpers at bottom of the file:
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// - class ImVector<> // Lightweight std::vector like class.
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// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
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// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
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// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
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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 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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// ImGui end-user API
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// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
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namespace ImGui
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@ -838,7 +835,7 @@ public:
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inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
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};
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// Helper: execute a block of code once a frame only
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// Helper: execute a block of code at maximum once a frame
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// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
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// Usage:
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// IMGUI_ONCE_UPON_A_FRAME
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@ -920,30 +917,30 @@ struct ImGuiStorage
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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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ImVector<Pair> Data;
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// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
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// - Set***() functions find pair, insertion on demand if missing.
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// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
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IMGUI_API void Clear();
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IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
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IMGUI_API void SetInt(ImGuiID key, int val);
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IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
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IMGUI_API void SetFloat(ImGuiID key, float val);
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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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IMGUI_API void Clear();
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IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
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IMGUI_API void SetInt(ImGuiID key, int val);
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IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
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IMGUI_API void SetFloat(ImGuiID key, float val);
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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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// - 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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// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
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IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
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IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
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IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
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IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
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IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
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IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
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// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
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IMGUI_API void SetAllInt(int val);
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IMGUI_API void SetAllInt(int val);
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};
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// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
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@ -1037,13 +1034,12 @@ struct ImGuiListClipper
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// Draw callbacks for advanced uses.
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// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
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// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
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// Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc.
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// The expected behavior from your rendering loop is:
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// if (cmd.UserCallback != NULL)
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// cmd.UserCallback(parent_list, cmd);
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// else
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// RenderTriangles()
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// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
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typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
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// Typically, 1 command = 1 gpu draw call (unless command is a callback)
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@ -1072,9 +1068,9 @@ struct ImDrawVert
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ImU32 col;
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};
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#else
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// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
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// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
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// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
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// The type has to be described by the #define (you can either declare the struct or use a typedef)
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// The type has to be described within the macro (you can either declare the struct or use a typedef)
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IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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#endif
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@ -1092,7 +1088,6 @@ struct ImDrawChannel
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// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
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// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
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// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
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// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
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struct ImDrawList
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{
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// This is what you have to render
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@ -1114,7 +1109,7 @@ struct ImDrawList
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ImDrawList() { _OwnerName = NULL; Clear(); }
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~ImDrawList() { ClearFreeMemory(); }
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IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2. Only apply to rendering. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
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IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. Note that the values are (x1,y1,x2,y2) and NOT (x1,y1,w,h). This is passed down to your render function but not used for CPU-side clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
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IMGUI_API void PushClipRectFullScreen();
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IMGUI_API void PopClipRect();
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IMGUI_API void PushTextureID(const ImTextureID& texture_id);
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@ -344,6 +344,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
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}
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// Fully unrolled with inline call to keep our debug builds decently fast.
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void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
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{
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ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);
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