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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_sdl.cpp # imgui.cpp
This commit is contained in:
61
imgui.h
61
imgui.h
@ -401,7 +401,7 @@ namespace ImGui
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IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
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// Widgets: Input with Keyboard
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// If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/stl/imgui_stl.h
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// If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
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IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
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IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
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IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
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@ -535,7 +535,7 @@ namespace ImGui
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IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
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// Utilities
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// Item/Widgets Utilities
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// See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions.
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
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@ -552,6 +552,8 @@ namespace ImGui
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IMGUI_API ImVec2 GetItemRectMax(); // "
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IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
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IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
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// Miscellaneous Utilities
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IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
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IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
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IMGUI_API double GetTime();
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@ -563,16 +565,16 @@ namespace ImGui
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IMGUI_API ImGuiStorage* GetStateStorage();
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IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
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IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
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IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
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IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
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// Color Utilities
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IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
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IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
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IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
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IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
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// Inputs
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// Inputs Utilities
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IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
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IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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@ -672,10 +674,10 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
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ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
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ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
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ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
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ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 in callback to discard character.
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ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
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ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
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ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
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ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
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ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
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ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
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ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
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@ -684,7 +686,7 @@ enum ImGuiInputTextFlags_
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ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
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ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
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ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
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ImGuiInputTextFlags_CallbackResize = 1 << 18, // Allow buffer capacity resize + notify when the string wants to be resized (for string types which hold a cache of their Size) (see misc/stl/imgui_stl.h for an example of using this)
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ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
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// [Internal]
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ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
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};
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@ -1389,25 +1391,27 @@ struct ImGuiTextFilter
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int CountGrep;
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};
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// Helper: Text buffer for logging/accumulating text
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// Helper: Growable text buffer for logging/accumulating text
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// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
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struct ImGuiTextBuffer
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{
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ImVector<char> Buf;
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static char EmptyString[1];
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ImGuiTextBuffer() { Buf.push_back(0); }
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inline char operator[](int i) { return Buf.Data[i]; }
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const char* begin() const { return &Buf.front(); }
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const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
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int size() const { return Buf.Size - 1; }
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bool empty() { return Buf.Size <= 1; }
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void clear() { Buf.clear(); Buf.push_back(0); }
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void reserve(int capacity) { Buf.reserve(capacity); }
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const char* c_str() const { return Buf.Data; }
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ImGuiTextBuffer() { }
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inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
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const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
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const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
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int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
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bool empty() { return Buf.Size <= 1; }
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void clear() { Buf.clear(); }
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void reserve(int capacity) { Buf.reserve(capacity); }
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const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
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IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
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IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
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};
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// Helper: key->value storage
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// Helper: Key->Value storage
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// Typically you don't have to worry about this since a storage is held within each Window.
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// We use it to e.g. store collapse state for a tree (Int 0/1)
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// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
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@ -1458,9 +1462,12 @@ struct ImGuiStorage
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// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
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// The callback function should return 0 by default.
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// Special processing:
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// - ImGuiInputTextFlags_CallbackCharFilter: return 1 if the character is not allowed. You may also set 'EventChar=0' as any character replacement are allowed.
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// - ImGuiInputTextFlags_CallbackResize: notified by InputText() when the string is resized. BufTextLen is set to the new desired string length so you can update the string size on your side of the fence. You can also replace Buf pointer if your underlying data is reallocated. No need to initialize new characters or zero-terminator as InputText will do it right after the resize callback.
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// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
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// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
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// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
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// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
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// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
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// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
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struct ImGuiInputTextCallbackData
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{
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ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
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@ -1470,12 +1477,12 @@ struct ImGuiInputTextCallbackData
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// Arguments for the different callback events
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// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
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// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
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ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character or set to zero. return 1 is equivalent to setting EventChar=0;
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ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
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ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
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char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
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int BufTextLen; // Text length in bytes // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
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int BufSize; // Buffer capacity in bytes // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
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bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write // [Completion,History,Always]
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int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
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int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
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bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
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int CursorPos; // // Read-write // [Completion,History,Always]
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int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
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int SelectionEnd; // // Read-write // [Completion,History,Always]
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