Cleaned up the top of imgui.h, documenting all types / forward declarations

This commit is contained in:
ocornut 2016-01-23 12:45:56 +00:00
parent d5fd87e806
commit b6fe5eb4b4
2 changed files with 51 additions and 55 deletions

81
imgui.h
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@ -29,7 +29,7 @@
#define IM_ASSERT(_EXPR) assert(_EXPR) #define IM_ASSERT(_EXPR) assert(_EXPR)
#endif #endif
// Some compilers support applying printf-style warnings to user functions // Some compilers support applying printf-style warnings to user functions.
#if defined(__clang__) || defined(__GNUC__) #if defined(__clang__) || defined(__GNUC__)
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1)))) #define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
#else #else
@ -37,39 +37,50 @@
#endif #endif
// Forward declarations // Forward declarations
struct ImDrawCmd; struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
struct ImDrawList; struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
struct ImDrawData; struct ImDrawData; // All draw command lists required to render the frame
struct ImFont; struct ImDrawList; // A single draw command list (generally one per window)
struct ImFontAtlas; struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImColor; struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImGuiIO; struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
struct ImGuiStorage; struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImGuiStyle; struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiStorage; // Simple custom key value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced)
struct ImGuiListClipper; // Helper to manually clip large list of items
// Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32; typedef unsigned int ImU32;
typedef unsigned short ImWchar; // character for keyboard input/display typedef unsigned short ImWchar; // character for keyboard input/display
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id) typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string) typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef int ImGuiCol; // enum ImGuiCol_ typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_ typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_ typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiAlign; // enum ImGuiAlign_ typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_ typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_ typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_ typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // enum ImGuiSetCond_ typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_ typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // enum ImGuiSelectableFlags_ typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
// Others helpers at bottom of the file:
// class ImVector<> // Lightweight std::vector like class.
// 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)
struct ImVec2 struct ImVec2
{ {
float x, y; float x, y;
ImVec2() { x = y = 0.0f; } ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; } ImVec2(float _x, float _y) { x = _x; y = _y; }
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2. #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA
#endif #endif
@ -80,25 +91,11 @@ struct ImVec4
float x, y, z, w; float x, y, z, w;
ImVec4() { x = y = z = w = 0.0f; } ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4. #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA
#endif #endif
}; };
// Helpers at bottom of the file:
// - class ImVector<> // Lightweight std::vector like class.
// - 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)
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
// - struct ImGuiListClipper // Helper to manually clip large list of items.
// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
// - struct ImDrawList // Draw command list
// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
// - struct ImFont // Single font
// ImGui end-user API // ImGui end-user API
// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types) // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
namespace ImGui namespace ImGui
@ -838,7 +835,7 @@ public:
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; } 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; }
}; };
// Helper: execute a block of code once a frame only // Helper: execute a block of code at maximum once a frame
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. // Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage: // Usage:
// IMGUI_ONCE_UPON_A_FRAME // IMGUI_ONCE_UPON_A_FRAME
@ -1037,13 +1034,12 @@ struct ImGuiListClipper
// Draw callbacks for advanced uses. // Draw callbacks for advanced uses.
// 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) // 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)
// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element. // 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.
// The expected behavior from your rendering loop is: // The expected behavior from your rendering loop is:
// if (cmd.UserCallback != NULL) // if (cmd.UserCallback != NULL)
// cmd.UserCallback(parent_list, cmd); // cmd.UserCallback(parent_list, cmd);
// else // else
// RenderTriangles() // RenderTriangles()
// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
// Typically, 1 command = 1 gpu draw call (unless command is a callback) // Typically, 1 command = 1 gpu draw call (unless command is a callback)
@ -1072,9 +1068,9 @@ struct ImDrawVert
ImU32 col; ImU32 col;
}; };
#else #else
// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// 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. // 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.
// The type has to be described by the #define (you can either declare the struct or use a typedef) // The type has to be described within the macro (you can either declare the struct or use a typedef)
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif #endif
@ -1092,7 +1088,6 @@ struct ImDrawChannel
// 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. // 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.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list. // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// 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). // 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).
// 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
struct ImDrawList struct ImDrawList
{ {
// This is what you have to render // This is what you have to render
@ -1114,7 +1109,7 @@ struct ImDrawList
ImDrawList() { _OwnerName = NULL; Clear(); } ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); } ~ImDrawList() { ClearFreeMemory(); }
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) 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)
IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(const ImTextureID& texture_id); 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)
_IdxWritePtr = IdxBuffer.Data + idx_buffer_size; _IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
} }
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{ {
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel); ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);