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https://github.com/Drezil/imgui.git
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Internals: remove obsolete variants of RenderArrow(), RenderBullet(), ImHash() + misc comments.
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88fbc31ee0
commit
f5c5926fb9
16
imgui.cpp
16
imgui.cpp
@ -7962,9 +7962,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
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// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
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// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
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// may see different structures than what imgui.cpp sees, which is problematic.
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// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
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// If this triggers you have an issue:
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// - Most commonly: mismatched headers and compiled code version.
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// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
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// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
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// which is way it is required you put them in your imconfig file (and not just before including imgui.h).
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// Otherwise it is possible that different compilation units would see different structure layout
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bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
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{
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bool error = false;
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@ -7998,10 +8001,11 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
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IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
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IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
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IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
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IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
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IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
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IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
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IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
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IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
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IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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@ -8030,7 +8034,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
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IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
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IM_UNUSED(key_mod_flags);
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// Recover from errors
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// [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
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//ErrorCheckEndFrameRecover();
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// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
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@ -8212,7 +8216,7 @@ void ImGuiStackSizes::CompareWithCurrentState()
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// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
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// - BeginGroup()
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// - EndGroup()
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// Also see in imgui_widgets: tab bars, columns.
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// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
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//-----------------------------------------------------------------------------
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// Advance cursor given item size for layout.
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38
imgui.h
38
imgui.h
@ -704,11 +704,10 @@ namespace ImGui
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// Tables
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// - Full-featured replacement for old Columns API.
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// - See Demo->Tables for demo code.
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// - See top of imgui_tables.cpp for general commentary.
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// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
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// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
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// The typical call flow is:
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// - 1. Call BeginTable().
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// - 1. Call BeginTable(), early out if returning false.
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// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
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// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
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// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
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@ -727,10 +726,10 @@ namespace ImGui
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// --------------------------------------------------------------------------------------------------------
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// - 5. Call EndTable()
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IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
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IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
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IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
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IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
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IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
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IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
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IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
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IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
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// Tables: Headers & Columns declaration
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// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
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@ -741,20 +740,17 @@ namespace ImGui
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// some advanced use cases (e.g. adding custom widgets in header row).
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// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
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IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
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IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
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IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
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IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
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// Tables: Sorting
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// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
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// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
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// since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may
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// wastefully sort your data every frame!
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// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
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IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
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// Tables: Miscellaneous functions
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// Tables: Sorting & Miscellaneous functions
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// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
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// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
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// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
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// else you may wastefully sort your data every frame!
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// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
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IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
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IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
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IMGUI_API int TableGetColumnIndex(); // return current column index.
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IMGUI_API int TableGetRowIndex(); // return current row index.
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@ -849,13 +845,15 @@ namespace ImGui
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// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
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IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
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// Background/Foreground Draw Lists
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IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
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IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
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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(); // get global imgui time. incremented by io.DeltaTime every frame.
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IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
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IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
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IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
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IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
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IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
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IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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@ -279,7 +279,8 @@ namespace ImStb
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// - Helpers: Hashing
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// - Helpers: Sorting
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// - Helpers: Bit manipulation
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// - Helpers: String, Formatting
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// - Helpers: String
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// - Helpers: Formatting
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// - Helpers: UTF-8 <> wchar conversions
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// - Helpers: ImVec2/ImVec4 operators
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// - Helpers: Maths
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@ -297,9 +298,6 @@ namespace ImStb
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// Helpers: Hashing
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IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
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IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
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#endif
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// Helpers: Sorting
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#ifndef ImQsort
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@ -314,7 +312,7 @@ static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v &
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static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
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static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
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// Helpers: String, Formatting
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// Helpers: String
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IMGUI_API int ImStricmp(const char* str1, const char* str2);
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IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
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IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
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@ -327,14 +325,16 @@ IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* bu
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IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
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IMGUI_API void ImStrTrimBlanks(char* str);
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IMGUI_API const char* ImStrSkipBlank(const char* str);
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static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
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static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
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// Helpers: Formatting
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IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
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IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
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IMGUI_API const char* ImParseFormatFindStart(const char* format);
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IMGUI_API const char* ImParseFormatFindEnd(const char* format);
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IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
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IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
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static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
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static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
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// Helpers: UTF-8 <> wchar conversions
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IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf
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@ -776,9 +776,9 @@ enum ImGuiItemStatusFlags_
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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, // [imgui_tests only]
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ImGuiItemStatusFlags_Openable = 1 << 20, //
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ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode)
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ImGuiItemStatusFlags_Opened = 1 << 21, //
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ImGuiItemStatusFlags_Checkable = 1 << 22, //
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ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem)
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ImGuiItemStatusFlags_Checked = 1 << 23 //
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#endif
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};
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@ -931,8 +931,8 @@ enum ImGuiDataTypePrivate_
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// Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiColorMod
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{
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ImGuiCol Col;
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ImVec4 BackupValue;
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ImGuiCol Col;
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ImVec4 BackupValue;
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};
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// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
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@ -1549,7 +1549,7 @@ struct ImGuiContextHook
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};
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//-----------------------------------------------------------------------------
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// [SECTION] ImGuiContext (main imgui context)
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// [SECTION] ImGuiContext (main Dear ImGui context)
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//-----------------------------------------------------------------------------
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struct ImGuiContext
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@ -1646,7 +1646,7 @@ struct ImGuiContext
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
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// Gamepad/keyboard Navigation
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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@ -1726,7 +1726,7 @@ struct ImGuiContext
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int ClipperTempDataStacked;
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ImVector<ImGuiListClipperData> ClipperTempData;
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// Table
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// Tables
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ImGuiTable* CurrentTable;
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int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)
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ImVector<ImGuiTableTempData> TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting)
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@ -2682,7 +2682,7 @@ namespace ImGui
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inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
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IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); }
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
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#endif
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// Drag and Drop
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@ -2790,12 +2790,6 @@ namespace ImGui
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IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
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IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]
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inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
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inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
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#endif
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// Widgets
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IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
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IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
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