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https://github.com/Drezil/imgui.git
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Internals: Forward declaring and commenting internal structures. Renamed ImGuiDrawContext to ImGuiWindowTempData, but kept .DC member name for backward compatibility purpose
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@ -4087,7 +4087,7 @@ void ImGui::EndFrame()
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}
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}
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// Hide implicit "Debug" window if it hasn't been used
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// Hide implicit "Debug" window if it hasn't been used
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IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls
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IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name?
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if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
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if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
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g.CurrentWindow->Active = false;
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g.CurrentWindow->Active = false;
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End();
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End();
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@ -11220,7 +11220,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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return false;
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return false;
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}
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}
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// We use NoHoldingActiveID on menus so that use can click and hold on menu and drag to browse child entries
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// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
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ImGuiButtonFlags button_flags = 0;
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ImGuiButtonFlags button_flags = 0;
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if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID;
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if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID;
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if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
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if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
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@ -33,16 +33,25 @@
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// Forward Declarations
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// Forward Declarations
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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struct ImRect;
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struct ImRect; // An axis-aligned rectangle (2 points)
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struct ImGuiColMod;
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struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
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struct ImGuiStyleMod;
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struct ImDrawListSharedData; // Data shared between all ImDrawList instances
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struct ImGuiGroupData;
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struct ImGuiColMod; // Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiMenuColumns;
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struct ImGuiColumnData; // Storage data for a single column
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struct ImGuiDrawContext;
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struct ImGuiColumnsSet; // Storage data for a columns set
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struct ImGuiTextEditState;
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struct ImGuiContext; // Main imgui context
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struct ImGuiPopupRef;
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struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiWindow;
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struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
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struct ImGuiWindowSettings;
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavMoveResult; // Result of a directional navigation move query result
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struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
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struct ImGuiPopupRef; // Storage for current popup stack
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struct ImGuiSettingsHandler;
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struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
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struct ImGuiTextEditState; // Internal state of the currently focused/edited text input box
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struct ImGuiWindow; // Storage for one window
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struct ImGuiWindowTempData; // Temporary storage for one, that's the data which in theory we could ditch at the end of the frame
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struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
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typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
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typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
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typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
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typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
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@ -372,7 +381,7 @@ struct ImGuiStyleMod
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ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
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ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
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};
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};
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// Stacked data for BeginGroup()/EndGroup()
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// Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiGroupData
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struct ImGuiGroupData
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{
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{
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ImVec2 BackupCursorPos;
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ImVec2 BackupCursorPos;
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@ -386,7 +395,7 @@ struct ImGuiGroupData
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bool AdvanceCursor;
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bool AdvanceCursor;
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};
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};
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// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
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// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
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struct IMGUI_API ImGuiMenuColumns
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struct IMGUI_API ImGuiMenuColumns
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{
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{
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int Count;
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int Count;
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@ -424,7 +433,7 @@ struct IMGUI_API ImGuiTextEditState
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void OnKeyPressed(int key);
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void OnKeyPressed(int key);
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};
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};
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// Data saved in imgui.ini file
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// Windows data saved in imgui.ini file
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struct ImGuiWindowSettings
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struct ImGuiWindowSettings
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{
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{
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char* Name;
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char* Name;
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@ -501,6 +510,7 @@ struct ImGuiColumnsSet
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}
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}
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};
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};
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// Data shared between all ImDrawList instances
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struct IMGUI_API ImDrawListSharedData
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struct IMGUI_API ImDrawListSharedData
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{
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{
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ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
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ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
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@ -579,7 +589,7 @@ struct ImGuiNextWindowData
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}
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}
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};
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};
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// Main state for ImGui
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// Main imgui context
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struct ImGuiContext
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struct ImGuiContext
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{
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{
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bool Initialized;
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bool Initialized;
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@ -832,9 +842,9 @@ enum ImGuiItemFlags_
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ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
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ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
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};
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};
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// Transient per-window data, reset at the beginning of the frame
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// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
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// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
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// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
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struct IMGUI_API ImGuiDrawContext
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struct IMGUI_API ImGuiWindowTempData
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{
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{
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ImVec2 CursorPos;
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ImVec2 CursorPos;
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ImVec2 CursorPosPrevLine;
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ImVec2 CursorPosPrevLine;
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@ -879,7 +889,7 @@ struct IMGUI_API ImGuiDrawContext
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float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
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float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
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ImGuiColumnsSet* ColumnsSet; // Current columns set
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ImGuiColumnsSet* ColumnsSet; // Current columns set
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ImGuiDrawContext()
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ImGuiWindowTempData()
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{
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{
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CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
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CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
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CurrentLineHeight = PrevLineHeight = 0.0f;
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CurrentLineHeight = PrevLineHeight = 0.0f;
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@ -911,7 +921,7 @@ struct IMGUI_API ImGuiDrawContext
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}
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}
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};
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};
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// Windows data
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// Storage for one window
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struct IMGUI_API ImGuiWindow
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struct IMGUI_API ImGuiWindow
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{
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{
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char* Name;
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char* Name;
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@ -956,7 +966,7 @@ struct IMGUI_API ImGuiWindow
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
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ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
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ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
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ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
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ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
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ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
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