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Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui.h # misc/debuggers/imgui.natvis
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@ -648,10 +648,15 @@ struct IMGUI_API ImChunkStream
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
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// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
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#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
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#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
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// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))
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// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
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#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
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#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
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#endif
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#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
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// Data shared between all ImDrawList instances
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// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
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@ -666,7 +671,8 @@ struct IMGUI_API ImDrawListSharedData
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ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
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// [Internal] Lookup tables
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ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
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ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
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float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
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ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
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const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
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@ -830,9 +836,9 @@ enum ImGuiInputSource
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{
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ImGuiInputSource_None = 0,
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ImGuiInputSource_Mouse,
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ImGuiInputSource_Nav,
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ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
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ImGuiInputSource_NavGamepad, // "
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Gamepad,
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ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
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ImGuiInputSource_COUNT
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};
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@ -1752,7 +1758,7 @@ struct ImGuiContext
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ActiveIdClickOffset = ImVec2(-1, -1);
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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ActiveIdMouseButton = 0;
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ActiveIdMouseButton = -1;
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ActiveIdPreviousFrame = 0;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameHasBeenEditedBefore = false;
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@ -2537,8 +2543,7 @@ namespace ImGui
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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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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
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IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id);
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IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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// Focus Scope (WIP)
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// This is generally used to identify a selection set (multiple of which may be in the same window), as selection
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@ -2700,7 +2705,7 @@ namespace ImGui
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IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
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IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
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IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
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IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
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IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
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IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
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@ -2727,7 +2732,7 @@ namespace ImGui
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IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
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IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
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IMGUI_API void Scrollbar(ImGuiAxis axis);
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IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
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IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags);
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IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
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IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
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IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
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