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https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # examples/imgui_examples.sln # imgui.cpp # imgui.h
This commit is contained in:
143
imgui_internal.h
143
imgui_internal.h
@ -1,4 +1,4 @@
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// dear imgui, v1.84
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// dear imgui, v1.85 WIP
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// (internal structures/api)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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@ -18,6 +18,7 @@ Index of this file:
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// [SECTION] Generic helpers
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// [SECTION] ImDrawList support
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// [SECTION] Widgets support: flags, enums, data structures
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// [SECTION] Navigation support
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// [SECTION] Columns support
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// [SECTION] Multi-select support
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// [SECTION] Docking support
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@ -82,19 +83,13 @@ Index of this file:
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
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#pragma clang diagnostic ignored "-Wdouble-promotion"
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#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn'
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#elif defined(__GNUC__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
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#endif
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// Helper macros
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#if defined(__clang__)
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#define IM_NORETURN __attribute__((noreturn))
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#else
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#define IM_NORETURN
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#endif
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// Legacy defines
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#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
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#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
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@ -933,49 +928,6 @@ enum ImGuiInputReadMode
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ImGuiInputReadMode_RepeatFast
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};
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enum ImGuiNavHighlightFlags_
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{
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ImGuiNavHighlightFlags_None = 0,
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ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
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ImGuiNavHighlightFlags_TypeThin = 1 << 1,
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
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ImGuiNavHighlightFlags_NoRounding = 1 << 3
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};
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_None = 0,
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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enum ImGuiNavMoveFlags_
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{
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ImGuiNavMoveFlags_None = 0,
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
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ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
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ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
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};
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enum ImGuiNavForward
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{
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ImGuiNavForward_None,
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ImGuiNavForward_ForwardQueued,
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ImGuiNavForward_ForwardActive
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};
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enum ImGuiNavLayer
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{
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ImGuiNavLayer_Main = 0, // Main scrolling layer
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ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
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ImGuiNavLayer_COUNT
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};
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enum ImGuiPopupPositionPolicy
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{
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ImGuiPopupPositionPolicy_Default,
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@ -1122,20 +1074,6 @@ struct ImGuiPopupData
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ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
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};
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struct ImGuiNavItemData
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{
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ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
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ImGuiID ID; // Init,Move // Best candidate item ID
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ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
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ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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ImGuiNavItemData() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
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};
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enum ImGuiNextWindowDataFlags_
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{
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ImGuiNextWindowDataFlags_None = 0,
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@ -1233,6 +1171,61 @@ struct ImGuiPtrOrIndex
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ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Navigation support
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//-----------------------------------------------------------------------------
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enum ImGuiNavHighlightFlags_
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{
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ImGuiNavHighlightFlags_None = 0,
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ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
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ImGuiNavHighlightFlags_TypeThin = 1 << 1,
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
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ImGuiNavHighlightFlags_NoRounding = 1 << 3
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};
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_None = 0,
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ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
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ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 2
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};
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enum ImGuiNavMoveFlags_
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{
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ImGuiNavMoveFlags_None = 0,
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ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
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ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible (used by PageUp/PageDown)
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ImGuiNavMoveFlags_ScrollToEdge = 1 << 6,
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ImGuiNavMoveFlags_Forwarded = 1 << 7
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};
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enum ImGuiNavLayer
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{
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ImGuiNavLayer_Main = 0, // Main scrolling layer
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ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
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ImGuiNavLayer_COUNT
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};
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struct ImGuiNavItemData
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{
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ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
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ImGuiID ID; // Init,Move // Best candidate item ID
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ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
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ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
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float DistBox; // Move // Best candidate box distance to current NavId
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float DistCenter; // Move // Best candidate center distance to current NavId
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float DistAxial; // Move // Best candidate axial distance to current NavId
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ImGuiNavItemData() { Clear(); }
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void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Columns support
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//-----------------------------------------------------------------------------
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@ -1708,22 +1701,20 @@ struct ImGuiContext
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
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bool NavInitRequest; // Init request for appearing window to select first item
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bool NavInitRequestFromMove;
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ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
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bool NavMoveRequest; // Move request for this frame
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bool NavMoveRequestForwardToNextFrame;
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ImGuiNavMoveFlags NavMoveRequestFlags;
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ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
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ImGuiKeyModFlags NavMoveRequestKeyMods;
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ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
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ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
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ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
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ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around.
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ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags.
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// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
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ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
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@ -1931,12 +1922,10 @@ struct ImGuiContext
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NavInitRequestFromMove = false;
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NavInitResultId = 0;
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NavMoveRequest = false;
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NavMoveRequestForwardToNextFrame = false;
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NavMoveRequestFlags = ImGuiNavMoveFlags_None;
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NavMoveRequestForward = ImGuiNavForward_None;
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NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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NavWrapRequestWindow = NULL;
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NavWrapRequestFlags = ImGuiNavMoveFlags_None;
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NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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@ -2659,8 +2648,8 @@ namespace ImGui
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// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
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// (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
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// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
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inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd()
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inline IM_NORETURN void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
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inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd()
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inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
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#endif
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// Logging/Capture
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@ -2684,6 +2673,7 @@ namespace ImGui
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IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
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// Menus
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IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true);
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IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);
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// Combos
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@ -2693,9 +2683,10 @@ namespace ImGui
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// Gamepad/Keyboard Navigation
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API bool NavMoveRequestButNoResultYet(); // Should be called ~NavMoveRequestIsActiveButNoResultYet()
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestApplyResult();
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
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IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
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