mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 23:06:36 +00:00
1109 lines
70 KiB
C++
1109 lines
70 KiB
C++
// dear imgui, v1.54 WIP
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// (internals)
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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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// Set:
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// #define IMGUI_DEFINE_MATH_OPERATORS
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// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
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#pragma once
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#ifndef IMGUI_VERSION
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#error Must include imgui.h before imgui_internal.h
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#endif
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#include <stdio.h> // FILE*
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#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
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#include <limits.h> // INT_MIN, INT_MAX
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#ifdef _MSC_VER
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#pragma warning (push)
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#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
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#endif
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
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#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
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#pragma clang diagnostic ignored "-Wold-style-cast"
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#endif
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//-----------------------------------------------------------------------------
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// Forward Declarations
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//-----------------------------------------------------------------------------
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struct ImRect;
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struct ImGuiColMod;
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struct ImGuiStyleMod;
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struct ImGuiGroupData;
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struct ImGuiMenuColumns;
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struct ImGuiDrawContext;
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struct ImGuiTextEditState;
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struct ImGuiPopupRef;
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struct ImGuiWindow;
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struct ImGuiWindowSettings;
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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 ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
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typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
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typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
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typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
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typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
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//-------------------------------------------------------------------------
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// STB libraries
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//-------------------------------------------------------------------------
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namespace ImGuiStb
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{
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#undef STB_TEXTEDIT_STRING
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#undef STB_TEXTEDIT_CHARTYPE
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#define STB_TEXTEDIT_STRING ImGuiTextEditState
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#define STB_TEXTEDIT_CHARTYPE ImWchar
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#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
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#include "stb_textedit.h"
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} // namespace ImGuiStb
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//-----------------------------------------------------------------------------
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// Context
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//-----------------------------------------------------------------------------
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#ifndef GImGui
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extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
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#endif
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//-----------------------------------------------------------------------------
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// Helpers
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//-----------------------------------------------------------------------------
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#define IM_PI 3.14159265358979323846f
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// Helpers: UTF-8 <> wchar
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IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
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IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
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IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
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IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
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IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
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// Helpers: Misc
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IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
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IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
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IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
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static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
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static inline bool ImIsPowerOfTwo(int 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: Geometry
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IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
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IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
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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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IMGUI_API char* ImStrdup(const char* str);
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IMGUI_API char* ImStrchrRange(const char* str_begin, const char* str_end, char c);
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IMGUI_API int ImStrlenW(const ImWchar* str);
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IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
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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 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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// Helpers: Math
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// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
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#ifdef IMGUI_DEFINE_MATH_OPERATORS
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static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
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static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
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static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
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static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
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static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
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static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
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static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
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static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
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static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
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static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
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static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); }
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static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); }
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static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); }
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#endif
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static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
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static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
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static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
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static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
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static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
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static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
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static inline void ImSwap(int& a, int& b) { int tmp = a; a = b; b = tmp; }
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static inline void ImSwap(float& a, float& b) { float tmp = a; a = b; b = tmp; }
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static inline int ImLerp(int a, int b, float t) { return (int)(a + (b - a) * t); }
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static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
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static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
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static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
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static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
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static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
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static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
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static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
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static inline float ImFloor(float f) { return (float)(int)f; }
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static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
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static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
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static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
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// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
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// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
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struct ImNewPlacementDummy {};
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inline void* operator new(size_t, ImNewPlacementDummy, void* ptr) { return ptr; }
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inline void operator delete(void*, ImNewPlacementDummy, void*) {} // This is only required so we can use the symetrical new()
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#define IM_PLACEMENT_NEW(_PTR) new(ImNewPlacementDummy(), _PTR)
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#define IM_NEW(_TYPE) new(ImNewPlacementDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
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template <typename T> void IM_DELETE(T*& p) { if (p) { p->~T(); ImGui::MemFree(p); p = NULL; } }
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//-----------------------------------------------------------------------------
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// Types
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//-----------------------------------------------------------------------------
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enum ImGuiButtonFlags_
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{
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ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
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ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set]
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ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release)
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ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release)
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ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release)
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ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
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ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
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ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held
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ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated
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};
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enum ImGuiSliderFlags_
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{
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ImGuiSliderFlags_Vertical = 1 << 0
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};
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enum ImGuiColumnsFlags_
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{
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// Default: 0
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ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
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ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
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ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
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ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
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ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
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};
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enum ImGuiSelectableFlagsPrivate_
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{
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// NB: need to be in sync with last value of ImGuiSelectableFlags_
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ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick
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ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease
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ImGuiSelectableFlags_Disabled = 1 << 5,
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
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};
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enum ImGuiSeparatorFlags_
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{
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ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
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ImGuiSeparatorFlags_Vertical = 1 << 1
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};
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// FIXME: this is in development, not exposed/functional as a generic feature yet.
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enum ImGuiLayoutType_
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{
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ImGuiLayoutType_Vertical,
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ImGuiLayoutType_Horizontal
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};
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enum ImGuiAxis
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{
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ImGuiAxis_None = -1,
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ImGuiAxis_X = 0,
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ImGuiAxis_Y = 1
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};
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enum ImGuiPlotType
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{
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ImGuiPlotType_Lines,
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ImGuiPlotType_Histogram
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};
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enum ImGuiDataType
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{
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ImGuiDataType_Int,
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ImGuiDataType_Float,
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ImGuiDataType_Float2
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};
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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_Count_,
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};
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// FIXME-NAV: Clarify/expose various repeat delay/rate
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enum ImGuiInputReadMode
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{
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ImGuiInputReadMode_Down,
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ImGuiInputReadMode_Pressed,
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ImGuiInputReadMode_Released,
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ImGuiInputReadMode_Repeat,
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ImGuiInputReadMode_RepeatSlow,
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ImGuiInputReadMode_RepeatFast
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};
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enum ImGuiDir
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{
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ImGuiDir_None = -1,
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ImGuiDir_Left = 0,
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ImGuiDir_Right = 1,
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ImGuiDir_Up = 2,
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ImGuiDir_Down = 3,
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ImGuiDir_Count_
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};
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enum ImGuiNavHighlightFlags_
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{
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ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
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ImGuiNavHighlightFlags_TypeThin = 1 << 1,
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ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2
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};
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enum ImGuiNavDirSourceFlags_
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{
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ImGuiNavDirSourceFlags_Key = 1 << 0,
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ImGuiNavDirSourceFlags_PadLStick = 1 << 1,
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ImGuiNavDirSourceFlags_PadRStick = 1 << 2
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};
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// 2D axis aligned bounding-box
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// NB: we can't rely on ImVec2 math operators being available here
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struct IMGUI_API ImRect
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{
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ImVec2 Min; // Upper-left
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ImVec2 Max; // Lower-right
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ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
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ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
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ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
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ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
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ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
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ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
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float GetWidth() const { return Max.x - Min.x; }
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float GetHeight() const { return Max.y - Min.y; }
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ImVec2 GetTL() const { return Min; } // Top-left
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ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
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ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
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ImVec2 GetBR() const { return Max; } // Bottom-right
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bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
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bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
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bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
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void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
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void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
|
|
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
|
|
void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
|
|
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
|
|
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
|
|
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
|
void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
|
|
bool IsFinite() const { return Min.x != FLT_MAX; }
|
|
};
|
|
|
|
// Stacked color modifier, backup of modified data so we can restore it
|
|
struct ImGuiColMod
|
|
{
|
|
ImGuiCol Col;
|
|
ImVec4 BackupValue;
|
|
};
|
|
|
|
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
|
|
struct ImGuiStyleMod
|
|
{
|
|
ImGuiStyleVar VarIdx;
|
|
union { int BackupInt[2]; float BackupFloat[2]; };
|
|
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
|
|
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
|
|
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
|
|
};
|
|
|
|
// Stacked data for BeginGroup()/EndGroup()
|
|
struct ImGuiGroupData
|
|
{
|
|
ImVec2 BackupCursorPos;
|
|
ImVec2 BackupCursorMaxPos;
|
|
float BackupIndentX;
|
|
float BackupGroupOffsetX;
|
|
float BackupCurrentLineHeight;
|
|
float BackupCurrentLineTextBaseOffset;
|
|
float BackupLogLinePosY;
|
|
bool BackupActiveIdIsAlive;
|
|
bool AdvanceCursor;
|
|
};
|
|
|
|
// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
|
|
struct IMGUI_API ImGuiMenuColumns
|
|
{
|
|
int Count;
|
|
float Spacing;
|
|
float Width, NextWidth;
|
|
float Pos[4], NextWidths[4];
|
|
|
|
ImGuiMenuColumns();
|
|
void Update(int count, float spacing, bool clear);
|
|
float DeclColumns(float w0, float w1, float w2);
|
|
float CalcExtraSpace(float avail_w);
|
|
};
|
|
|
|
// Internal state of the currently focused/edited text input box
|
|
struct IMGUI_API ImGuiTextEditState
|
|
{
|
|
ImGuiID Id; // widget id owning the text state
|
|
ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
|
|
ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
|
|
ImVector<char> TempTextBuffer;
|
|
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
|
|
int BufSizeA; // end-user buffer size
|
|
float ScrollX;
|
|
ImGuiStb::STB_TexteditState StbState;
|
|
float CursorAnim;
|
|
bool CursorFollow;
|
|
bool SelectedAllMouseLock;
|
|
|
|
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
|
|
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
|
|
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
|
|
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
|
|
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
|
|
void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; }
|
|
void OnKeyPressed(int key);
|
|
};
|
|
|
|
// Data saved in imgui.ini file
|
|
struct ImGuiWindowSettings
|
|
{
|
|
char* Name;
|
|
ImGuiID Id;
|
|
ImVec2 Pos;
|
|
ImVec2 Size;
|
|
bool Collapsed;
|
|
|
|
ImGuiWindowSettings() { Name = NULL; Id = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
|
|
};
|
|
|
|
struct ImGuiSettingsHandler
|
|
{
|
|
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
|
|
ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
|
|
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);
|
|
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line);
|
|
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf);
|
|
void* UserData;
|
|
|
|
ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
|
|
};
|
|
|
|
// Storage for current popup stack
|
|
struct ImGuiPopupRef
|
|
{
|
|
ImGuiID PopupId; // Set on OpenPopup()
|
|
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
|
ImGuiWindow* ParentWindow; // Set on OpenPopup()
|
|
int OpenFrameCount; // Set on OpenPopup()
|
|
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
|
|
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
|
|
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
|
|
};
|
|
|
|
struct ImGuiColumnData
|
|
{
|
|
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
|
|
float OffsetNormBeforeResize;
|
|
ImGuiColumnsFlags Flags; // Not exposed
|
|
ImRect ClipRect;
|
|
|
|
ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; }
|
|
};
|
|
|
|
struct ImGuiColumnsSet
|
|
{
|
|
ImGuiID ID;
|
|
ImGuiColumnsFlags Flags;
|
|
bool IsFirstFrame;
|
|
bool IsBeingResized;
|
|
int Current;
|
|
int Count;
|
|
float MinX, MaxX;
|
|
float StartPosY;
|
|
float StartMaxPosX; // Backup of CursorMaxPos
|
|
float CellMinY, CellMaxY;
|
|
ImVector<ImGuiColumnData> Columns;
|
|
|
|
ImGuiColumnsSet() { Clear(); }
|
|
void Clear()
|
|
{
|
|
ID = 0;
|
|
Flags = 0;
|
|
IsFirstFrame = false;
|
|
IsBeingResized = false;
|
|
Current = 0;
|
|
Count = 1;
|
|
MinX = MaxX = 0.0f;
|
|
StartPosY = 0.0f;
|
|
StartMaxPosX = 0.0f;
|
|
CellMinY = CellMaxY = 0.0f;
|
|
Columns.clear();
|
|
}
|
|
};
|
|
|
|
struct IMGUI_API ImDrawListSharedData
|
|
{
|
|
ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
|
|
ImFont* Font; // Current/default font (optional, for simplified AddText overload)
|
|
float FontSize; // Current/default font size (optional, for simplified AddText overload)
|
|
float CurveTessellationTol;
|
|
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
|
|
|
|
// Const data
|
|
// FIXME: Bake rounded corners fill/borders in atlas
|
|
ImVec2 CircleVtx12[12];
|
|
|
|
ImDrawListSharedData();
|
|
};
|
|
|
|
struct ImDrawDataBuilder
|
|
{
|
|
ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
|
|
|
|
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
|
|
void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
|
|
IMGUI_API void FlattenIntoSingleLayer();
|
|
};
|
|
|
|
// Storage for SetNexWindow** functions
|
|
struct ImGuiNextWindowData
|
|
{
|
|
ImGuiCond PosCond;
|
|
ImGuiCond SizeCond;
|
|
ImGuiCond ContentSizeCond;
|
|
ImGuiCond CollapsedCond;
|
|
ImGuiCond SizeConstraintCond;
|
|
ImGuiCond FocusCond;
|
|
ImGuiCond BgAlphaCond;
|
|
ImVec2 PosVal;
|
|
ImVec2 PosPivotVal;
|
|
ImVec2 SizeVal;
|
|
ImVec2 ContentSizeVal;
|
|
bool CollapsedVal;
|
|
ImRect SizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
|
|
ImGuiSizeCallback SizeCallback;
|
|
void* SizeCallbackUserData;
|
|
float BgAlphaVal;
|
|
|
|
ImGuiNextWindowData()
|
|
{
|
|
PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
|
|
PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f);
|
|
ContentSizeVal = ImVec2(0.0f, 0.0f);
|
|
CollapsedVal = false;
|
|
SizeConstraintRect = ImRect();
|
|
SizeCallback = NULL;
|
|
SizeCallbackUserData = NULL;
|
|
BgAlphaVal = FLT_MAX;
|
|
}
|
|
|
|
void Clear()
|
|
{
|
|
PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
|
|
}
|
|
};
|
|
|
|
// Main state for ImGui
|
|
struct ImGuiContext
|
|
{
|
|
bool Initialized;
|
|
ImGuiIO IO;
|
|
ImGuiStyle Style;
|
|
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
|
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
|
|
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
|
|
ImDrawListSharedData DrawListSharedData;
|
|
|
|
float Time;
|
|
int FrameCount;
|
|
int FrameCountEnded;
|
|
int FrameCountRendered;
|
|
ImVector<ImGuiWindow*> Windows;
|
|
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
|
ImVector<ImGuiWindow*> CurrentWindowStack;
|
|
ImGuiStorage WindowsById;
|
|
int WindowsActiveCount;
|
|
ImGuiWindow* CurrentWindow; // Being drawn into
|
|
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
|
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
|
ImGuiID HoveredId; // Hovered widget
|
|
bool HoveredIdAllowOverlap;
|
|
ImGuiID HoveredIdPreviousFrame;
|
|
float HoveredIdTimer;
|
|
ImGuiID ActiveId; // Active widget
|
|
ImGuiID ActiveIdPreviousFrame;
|
|
float ActiveIdTimer;
|
|
bool ActiveIdIsAlive; // Active widget has been seen this frame
|
|
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
|
|
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
|
|
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
|
|
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
|
ImGuiWindow* ActiveIdWindow;
|
|
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
|
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
|
|
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
|
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
|
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
|
|
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
|
|
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
|
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
|
|
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
|
|
ImGuiCond NextTreeNodeOpenCond;
|
|
|
|
// Navigation data (for gamepad/keyboard)
|
|
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
|
|
ImGuiID NavId; // Focused item for navigation
|
|
ImGuiID NavActivateId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
|
|
ImGuiID NavActivateDownId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
|
|
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0
|
|
ImGuiID NavJustTabbedId; // Just tabbed to this id.
|
|
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
|
|
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
|
|
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
|
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
|
|
float NavWindowingDisplayAlpha;
|
|
bool NavWindowingToggleLayer;
|
|
int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
|
|
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
|
|
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
|
|
bool NavMousePosDirty;
|
|
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)
|
|
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
|
|
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
|
|
bool NavInitRequest; // Init request for appearing window to select first item
|
|
ImGuiID NavInitResultId;
|
|
ImRect NavInitResultRectRel;
|
|
bool NavInitResultExplicit; // Whether the result was explicitly requested with SetItemDefaultFocus()
|
|
bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
|
|
bool NavMoveRequest; // Move request for this frame
|
|
int NavMoveRequestForwardStep; // 0: no forward, 1: forward request, 2: forward result (this is used to navigate sibling parent menus from a child menu)
|
|
ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
|
|
ImGuiDir NavMoveDirLast; // Direction of the previous move request
|
|
ImGuiID NavMoveResultId; // Best move request candidate
|
|
ImGuiID NavMoveResultParentId; //
|
|
float NavMoveResultDistBox; // Best move request candidate box distance to current NavId
|
|
float NavMoveResultDistCenter; // Best move request candidate center distance to current NavId
|
|
float NavMoveResultDistAxial;
|
|
ImRect NavMoveResultRectRel; // Best move request candidate bounding box in window relative space
|
|
|
|
// Render
|
|
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
|
ImDrawDataBuilder DrawDataBuilder;
|
|
float ModalWindowDarkeningRatio;
|
|
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
|
ImGuiMouseCursor MouseCursor;
|
|
|
|
// Drag and Drop
|
|
bool DragDropActive;
|
|
ImGuiDragDropFlags DragDropSourceFlags;
|
|
int DragDropMouseButton;
|
|
ImGuiPayload DragDropPayload;
|
|
ImRect DragDropTargetRect;
|
|
ImGuiID DragDropTargetId;
|
|
float DragDropAcceptIdCurrRectSurface;
|
|
ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
|
|
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
|
|
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
|
|
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
|
|
unsigned char DragDropPayloadBufLocal[8];
|
|
|
|
// Widget state
|
|
ImGuiTextEditState InputTextState;
|
|
ImFont InputTextPasswordFont;
|
|
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
|
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
|
ImVec4 ColorPickerRef;
|
|
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
|
|
ImVec2 DragLastMouseDelta;
|
|
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
|
float DragSpeedScaleSlow;
|
|
float DragSpeedScaleFast;
|
|
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
|
int TooltipOverrideCount;
|
|
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
|
|
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
|
|
|
|
// Settings
|
|
float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
|
|
ImVector<ImGuiWindowSettings> SettingsWindows; // .ini settings for ImGuiWindow
|
|
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
|
|
|
|
// Logging
|
|
bool LogEnabled;
|
|
FILE* LogFile; // If != NULL log to stdout/ file
|
|
ImGuiTextBuffer* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
|
int LogStartDepth;
|
|
int LogAutoExpandMaxDepth;
|
|
|
|
// Misc
|
|
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
|
|
int FramerateSecPerFrameIdx;
|
|
float FramerateSecPerFrameAccum;
|
|
int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
|
|
int WantCaptureKeyboardNextFrame;
|
|
int WantTextInputNextFrame;
|
|
char TempBuffer[1024*3+1]; // temporary text buffer
|
|
|
|
ImGuiContext() : OverlayDrawList(NULL)
|
|
{
|
|
Initialized = false;
|
|
Font = NULL;
|
|
FontSize = FontBaseSize = 0.0f;
|
|
|
|
Time = 0.0f;
|
|
FrameCount = 0;
|
|
FrameCountEnded = FrameCountRendered = -1;
|
|
WindowsActiveCount = 0;
|
|
CurrentWindow = NULL;
|
|
HoveredWindow = NULL;
|
|
HoveredRootWindow = NULL;
|
|
HoveredId = 0;
|
|
HoveredIdAllowOverlap = false;
|
|
HoveredIdPreviousFrame = 0;
|
|
HoveredIdTimer = 0.0f;
|
|
ActiveId = 0;
|
|
ActiveIdPreviousFrame = 0;
|
|
ActiveIdTimer = 0.0f;
|
|
ActiveIdIsAlive = false;
|
|
ActiveIdIsJustActivated = false;
|
|
ActiveIdAllowOverlap = false;
|
|
ActiveIdAllowNavDirFlags = 0;
|
|
ActiveIdClickOffset = ImVec2(-1,-1);
|
|
ActiveIdWindow = NULL;
|
|
ActiveIdSource = ImGuiInputSource_None;
|
|
MovingWindow = NULL;
|
|
NextTreeNodeOpenVal = false;
|
|
NextTreeNodeOpenCond = 0;
|
|
|
|
NavWindow = NULL;
|
|
NavId = NavActivateId = NavActivateDownId = NavInputId = 0;
|
|
NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
|
|
NavScoringRectScreen = ImRect();
|
|
NavWindowingTarget = NULL;
|
|
NavWindowingDisplayAlpha = 0.0f;
|
|
NavWindowingToggleLayer = false;
|
|
NavLayer = 0;
|
|
NavIdTabCounter = INT_MAX;
|
|
NavIdIsAlive = false;
|
|
NavMousePosDirty = false;
|
|
NavDisableHighlight = true;
|
|
NavDisableMouseHover = false;
|
|
NavAnyRequest = false;
|
|
NavInitRequest = false;
|
|
NavInitResultId = 0;
|
|
NavInitResultExplicit = false;
|
|
NavMoveFromClampedRefRect = false;
|
|
NavMoveRequest = false;
|
|
NavMoveRequestForwardStep = 0;
|
|
NavMoveDir = NavMoveDirLast = ImGuiDir_None;
|
|
NavMoveResultId = 0;
|
|
NavMoveResultParentId = 0;
|
|
NavMoveResultDistBox = NavMoveResultDistCenter = NavMoveResultDistAxial = 0.0f;
|
|
|
|
ModalWindowDarkeningRatio = 0.0f;
|
|
OverlayDrawList._Data = &DrawListSharedData;
|
|
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
|
MouseCursor = ImGuiMouseCursor_Arrow;
|
|
|
|
DragDropActive = false;
|
|
DragDropSourceFlags = 0;
|
|
DragDropMouseButton = -1;
|
|
DragDropTargetId = 0;
|
|
DragDropAcceptIdCurrRectSurface = 0.0f;
|
|
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
|
|
DragDropAcceptFrameCount = -1;
|
|
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
|
|
|
|
ScalarAsInputTextId = 0;
|
|
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
|
DragCurrentValue = 0.0f;
|
|
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
|
|
DragSpeedDefaultRatio = 1.0f / 100.0f;
|
|
DragSpeedScaleSlow = 1.0f / 100.0f;
|
|
DragSpeedScaleFast = 10.0f;
|
|
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
|
|
TooltipOverrideCount = 0;
|
|
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
|
|
|
|
SettingsDirtyTimer = 0.0f;
|
|
|
|
LogEnabled = false;
|
|
LogFile = NULL;
|
|
LogClipboard = NULL;
|
|
LogStartDepth = 0;
|
|
LogAutoExpandMaxDepth = 2;
|
|
|
|
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
|
FramerateSecPerFrameIdx = 0;
|
|
FramerateSecPerFrameAccum = 0.0f;
|
|
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
|
|
memset(TempBuffer, 0, sizeof(TempBuffer));
|
|
}
|
|
};
|
|
|
|
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
|
|
enum ImGuiItemFlags_
|
|
{
|
|
ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
|
|
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
|
|
ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
|
|
ImGuiItemFlags_NoNav = 1 << 3, // false
|
|
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
|
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
|
ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
|
|
};
|
|
|
|
// Transient per-window data, reset at the beginning of the frame
|
|
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
|
|
struct IMGUI_API ImGuiDrawContext
|
|
{
|
|
ImVec2 CursorPos;
|
|
ImVec2 CursorPosPrevLine;
|
|
ImVec2 CursorStartPos;
|
|
ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
|
|
float CurrentLineHeight;
|
|
float CurrentLineTextBaseOffset;
|
|
float PrevLineHeight;
|
|
float PrevLineTextBaseOffset;
|
|
float LogLinePosY;
|
|
int TreeDepth;
|
|
ImGuiID LastItemId;
|
|
ImRect LastItemRect;
|
|
bool LastItemRectHoveredRect;
|
|
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
|
|
int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
|
|
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
|
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
|
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
|
|
bool MenuBarAppending; // FIXME: Remove this
|
|
float MenuBarOffsetX;
|
|
ImVector<ImGuiWindow*> ChildWindows;
|
|
ImGuiStorage* StateStorage;
|
|
ImGuiLayoutType LayoutType;
|
|
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
|
|
|
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
|
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
|
|
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
|
|
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
|
|
ImVector<ImGuiItemFlags>ItemFlagsStack;
|
|
ImVector<float> ItemWidthStack;
|
|
ImVector<float> TextWrapPosStack;
|
|
ImVector<ImGuiGroupData>GroupStack;
|
|
int StackSizesBackup[6]; // Store size of various stacks for asserting
|
|
|
|
float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
|
float GroupOffsetX;
|
|
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.
|
|
ImGuiColumnsSet* ColumnsSet; // Current columns set
|
|
|
|
ImGuiDrawContext()
|
|
{
|
|
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
|
CurrentLineHeight = PrevLineHeight = 0.0f;
|
|
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
|
LogLinePosY = -1.0f;
|
|
TreeDepth = 0;
|
|
LastItemId = 0;
|
|
LastItemRect = ImRect();
|
|
LastItemRectHoveredRect = false;
|
|
NavHasScroll = false;
|
|
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
|
|
NavLayerCurrent = 0;
|
|
NavLayerCurrentMask = 1 << 0;
|
|
MenuBarAppending = false;
|
|
MenuBarOffsetX = 0.0f;
|
|
StateStorage = NULL;
|
|
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
|
|
ItemWidth = 0.0f;
|
|
ItemFlags = ImGuiItemFlags_Default_;
|
|
TextWrapPos = -1.0f;
|
|
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
|
|
|
IndentX = 0.0f;
|
|
GroupOffsetX = 0.0f;
|
|
ColumnsOffsetX = 0.0f;
|
|
ColumnsSet = NULL;
|
|
}
|
|
};
|
|
|
|
// Windows data
|
|
struct IMGUI_API ImGuiWindow
|
|
{
|
|
char* Name;
|
|
ImGuiID ID; // == ImHash(Name)
|
|
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
|
|
ImVec2 PosFloat;
|
|
ImVec2 Pos; // Position rounded-up to nearest pixel
|
|
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
|
ImVec2 SizeFull; // Size when non collapsed
|
|
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
|
|
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
|
|
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
|
|
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
|
|
ImVec2 WindowPadding; // Window padding at the time of begin.
|
|
float WindowRounding; // Window rounding at the time of begin.
|
|
float WindowBorderSize; // Window border size at the time of begin.
|
|
ImGuiID MoveId; // == window->GetID("#MOVE")
|
|
ImGuiID ChildId; // Id of corresponding item in parent window (for child windows)
|
|
ImVec2 Scroll;
|
|
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
|
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
|
bool ScrollbarX, ScrollbarY;
|
|
ImVec2 ScrollbarSizes;
|
|
bool Active; // Set to true on Begin(), unless Collapsed
|
|
bool WasActive;
|
|
bool WriteAccessed; // Set to true when any widget access the current window
|
|
bool Collapsed; // Set when collapsing window to become only title-bar
|
|
bool CollapseToggleWanted;
|
|
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
|
|
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
|
|
bool CloseButton; // Set when the window has a close button (p_open != NULL)
|
|
int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
|
|
int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
|
|
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
|
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
|
|
int AutoFitFramesX, AutoFitFramesY;
|
|
bool AutoFitOnlyGrows;
|
|
int AutoFitChildAxises;
|
|
ImGuiDir AutoPosLastDirection;
|
|
int HiddenFrames;
|
|
ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
|
|
ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.
|
|
ImGuiCond SetWindowCollapsedAllowFlags; // store condition flags for next SetWindowCollapsed() call.
|
|
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
|
|
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.
|
|
|
|
ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
|
|
ImRect NavRectRel[2]; // Reference rectangle, in window relative space
|
|
|
|
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
|
|
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
|
|
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
|
|
ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
|
|
ImRect InnerRect;
|
|
int LastFrameActive;
|
|
float ItemWidthDefault;
|
|
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
|
|
ImGuiStorage StateStorage;
|
|
ImVector<ImGuiColumnsSet> ColumnsStorage;
|
|
float FontWindowScale; // Scale multiplier per-window
|
|
ImDrawList* DrawList;
|
|
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
|
|
ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
|
|
ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
|
|
ImGuiWindow* RootNavWindow; // Generally point to ourself. If we are a child window with the ImGuiWindowFlags_NavFlattenedChild flag, point to parent. Used to display TitleBgActive color and for selecting which window to use for NavWindowing.
|
|
|
|
// Navigation / Focus
|
|
// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
|
|
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
|
|
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
|
|
int FocusIdxAllRequestCurrent; // Item being requested for focus
|
|
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
|
|
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
|
|
int FocusIdxTabRequestNext; // "
|
|
|
|
public:
|
|
ImGuiWindow(ImGuiContext* context, const char* name);
|
|
~ImGuiWindow();
|
|
|
|
ImGuiID GetID(const char* str, const char* str_end = NULL);
|
|
ImGuiID GetID(const void* ptr);
|
|
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
|
|
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
|
|
|
|
// We don't use g.FontSize because the window may be != g.CurrentWidow.
|
|
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
|
|
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
|
|
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
|
|
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
|
|
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
|
|
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
|
};
|
|
|
|
// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
|
|
struct ImGuiItemHoveredDataBackup
|
|
{
|
|
ImGuiID LastItemId;
|
|
ImRect LastItemRect;
|
|
bool LastItemRectHoveredRect;
|
|
|
|
ImGuiItemHoveredDataBackup() { Backup(); }
|
|
void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemRect = window->DC.LastItemRect; LastItemRectHoveredRect = window->DC.LastItemRectHoveredRect; }
|
|
void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemRect = LastItemRect; window->DC.LastItemRectHoveredRect = LastItemRectHoveredRect; }
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Internal API
|
|
// No guarantee of forward compatibility here.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
namespace ImGui
|
|
{
|
|
// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
|
|
// If this ever crash because g.CurrentWindow is NULL it means that either
|
|
// - ImGui::NewFrame() has never been called, which is illegal.
|
|
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
|
|
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
|
|
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
|
|
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
|
|
IMGUI_API void FocusWindow(ImGuiWindow* window);
|
|
IMGUI_API void BringWindowToFront(ImGuiWindow* window);
|
|
IMGUI_API void BringWindowToBack(ImGuiWindow* window);
|
|
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
|
|
|
IMGUI_API void Initialize();
|
|
|
|
IMGUI_API void MarkIniSettingsDirty();
|
|
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
|
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
|
|
|
|
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
|
|
IMGUI_API ImGuiID GetActiveID();
|
|
IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
|
|
IMGUI_API void ClearActiveID();
|
|
IMGUI_API void SetHoveredID(ImGuiID id);
|
|
IMGUI_API ImGuiID GetHoveredID();
|
|
IMGUI_API void KeepAliveID(ImGuiID id);
|
|
|
|
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
|
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
|
|
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
|
|
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
|
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
|
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
|
|
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
|
|
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
|
|
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
|
|
IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f);
|
|
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
|
|
IMGUI_API void PopItemFlag();
|
|
|
|
IMGUI_API void SetCurrentFont(ImFont* font);
|
|
|
|
IMGUI_API void OpenPopupEx(ImGuiID id);
|
|
IMGUI_API void ClosePopup(ImGuiID id);
|
|
IMGUI_API bool IsPopupOpen(ImGuiID id);
|
|
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
|
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
|
|
|
|
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
|
|
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.
|
|
|
|
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
|
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
|
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
|
|
|
|
IMGUI_API void Scrollbar(ImGuiLayoutType direction);
|
|
IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout.
|
|
IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f);
|
|
|
|
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
|
IMGUI_API void ClearDragDrop();
|
|
IMGUI_API bool IsDragDropPayloadBeingAccepted();
|
|
|
|
// FIXME-WIP: New Columns API
|
|
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
|
|
IMGUI_API void EndColumns(); // close columns
|
|
IMGUI_API void PushColumnClipRect(int column_index = -1);
|
|
|
|
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
|
|
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
|
|
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
|
|
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
|
|
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
|
|
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
|
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
|
|
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
|
|
IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
|
|
IMGUI_API void RenderBullet(ImVec2 pos);
|
|
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
|
|
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
|
|
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
|
|
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
|
|
|
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
|
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
|
|
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
|
|
IMGUI_API bool ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags = 0);
|
|
|
|
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
|
|
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
|
|
IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
|
|
|
|
IMGUI_API bool DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
|
|
IMGUI_API bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
|
|
IMGUI_API bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
|
|
|
|
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
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IMGUI_API bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
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IMGUI_API bool InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
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IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
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IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
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IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
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IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
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IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
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IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
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IMGUI_API void TreePushRawID(ImGuiID id);
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IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
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IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value);
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IMGUI_API float RoundScalar(float value, int decimal_precision);
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// Shade functions
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IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
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IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x);
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IMGUI_API void ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
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} // namespace ImGui
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// ImFontAtlas internals
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IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
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IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
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IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
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IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
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IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
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#ifdef __clang__
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#pragma clang diagnostic pop
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#endif
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#ifdef _MSC_VER
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#pragma warning (pop)
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#endif
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