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https://github.com/Drezil/imgui.git
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650 lines
27 KiB
C++
650 lines
27 KiB
C++
// ImGui library
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// See .cpp file for commentary.
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// See ImGui::ShowTestWindow() for sample code.
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// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
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// Get latest version at https://github.com/ocornut/imgui
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#pragma once
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struct ImDrawList;
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struct ImBitmapFont;
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struct ImGuiAabb;
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struct ImGuiIO;
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struct ImGuiStorage;
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struct ImGuiStyle;
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struct ImGuiWindow;
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#include "imconfig.h"
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#include <float.h> // FLT_MAX
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#include <stdarg.h> // va_list
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#include <stdlib.h> // NULL
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#include <string.h>
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#ifndef IM_ASSERT
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#include <assert.h>
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#define IM_ASSERT(_EXPR) assert(_EXPR)
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#endif
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typedef unsigned int ImU32;
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typedef ImU32 ImGuiID;
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typedef int ImGuiCol; // enum ImGuiCol_
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typedef int ImGuiKey; // enum ImGuiKey_
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typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
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typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
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typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
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typedef ImBitmapFont* ImFont;
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struct ImVec2
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{
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float x, y;
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ImVec2() {}
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ImVec2(float _x, float _y) { x = _x; y = _y; }
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#ifdef IM_VEC2_CLASS_EXTRA
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IM_VEC2_CLASS_EXTRA
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#endif
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};
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struct ImVec4
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{
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float x, y, z, w;
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ImVec4() {}
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ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
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#ifdef IM_VEC4_CLASS_EXTRA
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IM_VEC4_CLASS_EXTRA
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#endif
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};
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// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
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// this implementation does NOT call c++ constructors! we don't need them! also only provide the minimum functionalities we need.
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#ifndef ImVector
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template<typename T>
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class ImVector
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{
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private:
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size_t Size;
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size_t Capacity;
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T* Data;
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public:
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typedef T value_type;
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typedef value_type* iterator;
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typedef const value_type* const_iterator;
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ImVector() { Size = Capacity = 0; Data = NULL; }
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~ImVector() { if (Data) IM_FREE(Data); }
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inline bool empty() const { return Size == 0; }
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inline size_t size() const { return Size; }
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inline size_t capacity() const { return Capacity; }
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inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
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inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
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inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
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inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
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inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
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inline iterator begin() { return Data; }
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inline const_iterator begin() const { return Data; }
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inline iterator end() { return Data + Size; }
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inline const_iterator end() const { return Data + Size; }
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inline value_type& front() { return at(0); }
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inline const value_type& front() const { return at(0); }
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inline value_type& back() { IM_ASSERT(Size > 0); return at(Size-1); }
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inline const value_type& back() const { IM_ASSERT(Size > 0); return at(Size-1); }
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inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
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inline void reserve(size_t new_capacity) { Data = (value_type*)IM_REALLOC(Data, new_capacity * sizeof(value_type)); Capacity = new_capacity; }
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inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }
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inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
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inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
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inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const int off = it - begin(); memmove(Data + off, Data + off + 1, (Size - off - 1) * sizeof(value_type)); Size--; return Data + off; }
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inline void insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const int off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - off) * sizeof(value_type)); Data[off] = v; Size++; }
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};
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#endif // #ifndef ImVector
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// Helpers at bottom of the file:
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// - if (IMGUI_ONCE_UPON_A_FRAME) // Execute a block of code once per frame only
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// - struct ImGuiTextFilter // Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]"
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// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
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// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
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// - struct ImDrawList // Draw command list
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// - struct ImBitmapFont // Bitmap font loader
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// ImGui End-user API
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// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
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namespace ImGui
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{
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// Main
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ImGuiIO& GetIO();
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ImGuiStyle& GetStyle();
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void NewFrame();
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void Render();
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void Shutdown();
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void ShowUserGuide();
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void ShowStyleEditor(ImGuiStyle* ref = NULL);
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void ShowTestWindow(bool* open = NULL);
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// Window
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bool Begin(const char* name = "Debug", bool* open = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0);
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void End();
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void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);
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void EndChild();
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bool GetWindowIsFocused();
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float GetWindowWidth();
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ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing
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void SetWindowPos(const ImVec2& pos); // set current window pos
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ImVec2 GetWindowSize();
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ImVec2 GetWindowContentRegionMin();
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ImVec2 GetWindowContentRegionMax();
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ImDrawList* GetWindowDrawList();
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void SetFontScale(float scale);
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void SetScrollPosHere();
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void SetTreeStateStorage(ImGuiStorage* tree);
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ImGuiStorage* GetTreeStateStorage();
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void PushItemWidth(float item_width);
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void PopItemWidth();
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float GetItemWidth();
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void PushAllowKeyboardFocus(bool v);
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void PopAllowKeyboardFocus();
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void PushStyleColor(ImGuiCol idx, const ImVec4& col);
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void PopStyleColor();
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// Tooltip
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void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
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void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
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void EndTooltip();
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// Layout
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void Separator(); // horizontal line
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void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets to layout them horizontally
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void Spacing();
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void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
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void NextColumn(); // next column
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float GetColumnOffset(int column_index = -1);
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void SetColumnOffset(int column_index, float offset);
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float GetColumnWidth(int column_index = -1);
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ImVec2 GetCursorPos(); // cursor position is relative to window position
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void SetCursorPos(const ImVec2& pos); // "
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void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match higher widgets.
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float GetTextLineSpacing();
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float GetTextLineHeight();
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// ID scopes
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void PushID(const char* str_id);
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void PushID(const void* ptr_id);
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void PushID(const int int_id);
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void PopID();
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// Widgets
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void Text(const char* fmt, ...);
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void TextV(const char* fmt, va_list args);
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void TextColored(const ImVec4& col, const char* fmt, ...); // shortcut to doing PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
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void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, better for long chunks of text.
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void LabelText(const char* label, const char* fmt, ...);
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void BulletText(const char* fmt, ...);
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bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false);
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bool SmallButton(const char* label);
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bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
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bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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bool SliderFloat4(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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bool SliderAngle(const char* label, float* v, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); // *v in radians
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bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
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void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
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void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
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void Checkbox(const char* label, bool* v);
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void CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
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bool RadioButton(const char* label, bool active);
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bool RadioButton(const char* label, int* v, int v_button);
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bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1);
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bool InputFloat2(const char* label, float v[2], int decimal_precision = -1);
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bool InputFloat3(const char* label, float v[3], int decimal_precision = -1);
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bool InputFloat4(const char* label, float v[4], int decimal_precision = -1);
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bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100);
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bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0);
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bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items = 7);
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bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items = 7); // Separate items with \0, end item-list with \0\0
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bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_height_items = 7);
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bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
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bool ColorEdit3(const char* label, float col[3]);
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bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
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void ColorEditMode(ImGuiColorEditMode mode);
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bool TreeNode(const char* str_label_id); // if returning 'true' the user is responsible for calling TreePop
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bool TreeNode(const char* str_id, const char* fmt, ...); // "
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bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
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void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layout purpose
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void TreePush(const void* ptr_id = NULL); // "
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void TreePop();
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void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
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// Value helper output "name: value"
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// Freely declare your own in the ImGui namespace.
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void Value(const char* prefix, bool b);
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void Value(const char* prefix, int v);
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void Value(const char* prefix, unsigned int v);
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void Value(const char* prefix, float v, const char* float_format = NULL);
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void Color(const char* prefix, const ImVec4& v);
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void Color(const char* prefix, unsigned int v);
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// Logging
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void LogButtons();
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void LogToTTY(int max_depth = -1);
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void LogToFile(int max_depth = -1, const char* filename = NULL);
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void LogToClipboard(int max_depth = -1);
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// Utilities
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void SetNewWindowDefaultPos(const ImVec2& pos); // set position of window that do
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bool IsHovered(); // was the last item active area hovered by mouse?
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ImVec2 GetItemBoxMin(); // get bounding box of last item
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ImVec2 GetItemBoxMax(); // get bounding box of last item
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bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimisation)
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bool IsKeyPressed(int key_index, bool repeat = true); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
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bool IsMouseClicked(int button, bool repeat = false);
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bool IsMouseDoubleClicked(int button);
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bool IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max);
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ImVec2 GetMousePos();
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float GetTime();
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int GetFrameCount();
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const char* GetStyleColorName(ImGuiCol idx);
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void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
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}; // namespace ImGui
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// Flags for ImGui::Begin()
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enum ImGuiWindowFlags_
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{
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// Default: 0
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ImGuiWindowFlags_ShowBorders = 1 << 0,
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ImGuiWindowFlags_NoTitleBar = 1 << 1,
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ImGuiWindowFlags_NoResize = 1 << 2,
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ImGuiWindowFlags_NoMove = 1 << 3,
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ImGuiWindowFlags_NoScrollbar = 1 << 4,
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ImGuiWindowFlags_ChildWindow = 1 << 5, // For internal use by BeginChild()
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ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 6, // For internal use by BeginChild()
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ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 7, // For internal use by BeginChild()
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ImGuiWindowFlags_ComboBox = 1 << 8, // For internal use by ComboBox()
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ImGuiWindowFlags_Tooltip = 1 << 9, // For internal use by Render() when using Tooltip
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};
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// Flags for ImGui::InputText()
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enum ImGuiInputTextFlags_
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{
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// Default: 0
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ImGuiInputTextFlags_CharsDecimal = 1 << 0,
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ImGuiInputTextFlags_CharsHexadecimal = 1 << 1,
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ImGuiInputTextFlags_AutoSelectAll = 1 << 2,
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ImGuiInputTextFlags_AlignCenter = 1 << 3,
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};
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// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
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enum ImGuiKey_
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{
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ImGuiKey_Tab,
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ImGuiKey_LeftArrow,
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ImGuiKey_RightArrow,
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ImGuiKey_UpArrow,
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ImGuiKey_DownArrow,
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ImGuiKey_Home,
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ImGuiKey_End,
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ImGuiKey_Delete,
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ImGuiKey_Backspace,
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ImGuiKey_Enter,
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ImGuiKey_Escape,
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ImGuiKey_A, // for CTRL+A: select all
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ImGuiKey_C, // for CTRL+C: copy
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ImGuiKey_V, // for CTRL+V: paste
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ImGuiKey_X, // for CTRL+X: cut
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ImGuiKey_Y, // for CTRL+Y: redo
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ImGuiKey_Z, // for CTRL+Z: undo
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ImGuiKey_COUNT,
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};
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enum ImGuiCol_
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{
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ImGuiCol_Text,
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ImGuiCol_WindowBg,
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ImGuiCol_Border,
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ImGuiCol_BorderShadow,
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ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
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ImGuiCol_TitleBg,
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ImGuiCol_TitleBgCollapsed,
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ImGuiCol_ScrollbarBg,
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ImGuiCol_ScrollbarGrab,
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ImGuiCol_ScrollbarGrabHovered,
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ImGuiCol_ScrollbarGrabActive,
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ImGuiCol_ComboBg,
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ImGuiCol_CheckHovered,
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ImGuiCol_CheckActive,
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ImGuiCol_SliderGrab,
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ImGuiCol_SliderGrabActive,
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ImGuiCol_Button,
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ImGuiCol_ButtonHovered,
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ImGuiCol_ButtonActive,
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ImGuiCol_Header,
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ImGuiCol_HeaderHovered,
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ImGuiCol_HeaderActive,
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ImGuiCol_Column,
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ImGuiCol_ColumnHovered,
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ImGuiCol_ColumnActive,
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ImGuiCol_ResizeGrip,
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ImGuiCol_ResizeGripHovered,
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ImGuiCol_ResizeGripActive,
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ImGuiCol_CloseButton,
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ImGuiCol_CloseButtonHovered,
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ImGuiCol_CloseButtonActive,
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ImGuiCol_PlotLines,
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ImGuiCol_PlotLinesHovered,
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ImGuiCol_PlotHistogram,
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ImGuiCol_PlotHistogramHovered,
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ImGuiCol_TextSelectedBg,
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ImGuiCol_TooltipBg,
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ImGuiCol_COUNT,
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};
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enum ImGuiColorEditMode_
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{
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ImGuiColorEditMode_UserSelect = -1,
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ImGuiColorEditMode_RGB = 0,
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ImGuiColorEditMode_HSV = 1,
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ImGuiColorEditMode_HEX = 2,
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};
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// See constructor for comments of individual fields.
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struct ImGuiStyle
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{
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ImVec2 WindowPadding;
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ImVec2 WindowMinSize;
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ImVec2 FramePadding;
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ImVec2 ItemSpacing;
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ImVec2 ItemInnerSpacing;
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ImVec2 TouchExtraPadding;
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ImVec2 AutoFitPadding;
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float WindowFillAlphaDefault;
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float WindowRounding;
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float TreeNodeSpacing;
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float ColumnsMinSpacing;
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float ScrollBarWidth;
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ImVec4 Colors[ImGuiCol_COUNT];
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ImGuiStyle();
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};
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// This is where your app communicate with ImGui. Call ImGui::GetIO() to access.
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// Read 'Programmer guide' section in .cpp file for general usage.
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struct ImGuiIO
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{
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// Settings (fill once) // Default value:
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ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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float IniSavingRate; // = 5.0f // Maximum time between saving .ini file, in seconds. Set to a negative value to disable .ini saving.
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const char* IniFilename; // = "imgui.ini" // Absolute path to .ini file.
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const char* LogFilename; // = "imgui_log.txt" // Absolute path to .log file.
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float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
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float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
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int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
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ImFont Font; // <auto> // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font).
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float FontHeight; // <auto> // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y
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bool FontAllowScaling; // = false // Set to allow scaling text with CTRL+Wheel.
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float PixelCenterOffset; // = 0.5f // Set to 0.0f for DirectX <= 9, 0.5f for Direct3D >= 10 and OpenGL.
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// Settings - Rendering function (REQUIRED)
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// See example code if you are unsure of how to implement this.
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void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
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// Settings - Clipboard Support
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// Override to provide your clipboard handlers.
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// On Windows architecture, defaults to use the native Win32 clipboard, otherwise default to use a ImGui private clipboard.
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// NB- for SetClipboardTextFn, the string is *NOT* zero-terminated at 'text_end'
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const char* (*GetClipboardTextFn)();
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void (*SetClipboardTextFn)(const char* text, const char* text_end);
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// Input - Fill before calling NewFrame()
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
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int MouseWheel; // Mouse wheel: -1,0,+1
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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|
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
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char InputCharacters[16]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
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bool WantCaptureMouse; // ImGui is using your mouse input (= window is being hovered or widget is active).
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bool WantCaptureKeyboard; // imGui is using your keyboard input (= widget is active).
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// Function
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void AddInputCharacter(char c); // Helper to add a new character into InputCharacters[]
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// [Internal] ImGui will maintain those fields for you
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ImVec2 MousePosPrev;
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ImVec2 MouseDelta;
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bool MouseClicked[5];
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ImVec2 MouseClickedPos[5];
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float MouseClickedTime[5];
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bool MouseDoubleClicked[5];
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float MouseDownTime[5];
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float KeysDownTime[512];
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ImGuiIO();
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};
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//-----------------------------------------------------------------------------
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// Helpers
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//-----------------------------------------------------------------------------
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// Helper: execute a block of code once a frame only
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// Usage: if (IMGUI_ONCE_UPON_A_FRAME) {/*do something once a frame*/)
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#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOncePerFrame im = ImGuiOncePerFrame()
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struct ImGuiOncePerFrame
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|
{
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|
ImGuiOncePerFrame() : LastFrame(-1) {}
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operator bool() const { return TryIsNewFrame(); }
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|
private:
|
|
mutable int LastFrame;
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|
bool TryIsNewFrame() const { const int current_frame = ImGui::GetFrameCount(); if (LastFrame == current_frame) return false; LastFrame = current_frame; return true; }
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|
};
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|
|
|
// Helper: Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]"
|
|
struct ImGuiTextFilter
|
|
{
|
|
struct TextRange
|
|
{
|
|
const char* b;
|
|
const char* e;
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|
|
|
TextRange() { b = e = NULL; }
|
|
TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
|
|
const char* begin() const { return b; }
|
|
const char* end() const { return e; }
|
|
bool empty() const { return b == e; }
|
|
char front() const { return *b; }
|
|
static bool isblank(char c) { return c == ' ' && c == '\t'; }
|
|
void trim_blanks() { while (b < e && isblank(*b)) b++; while (e > b && isblank(*(e-1))) e--; }
|
|
void split(char separator, ImVector<TextRange>& out);
|
|
};
|
|
|
|
char InputBuf[256];
|
|
ImVector<TextRange> Filters;
|
|
int CountGrep;
|
|
|
|
ImGuiTextFilter();
|
|
void Clear() { InputBuf[0] = 0; Build(); }
|
|
void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f); // Helper calling InputText+Build
|
|
bool PassFilter(const char* val) const;
|
|
bool IsActive() const { return !Filters.empty(); }
|
|
void Build();
|
|
};
|
|
|
|
// Helper: Text buffer for logging/accumulating text
|
|
struct ImGuiTextBuffer
|
|
{
|
|
ImVector<char> Buf;
|
|
|
|
ImGuiTextBuffer() { Buf.push_back(0); }
|
|
const char* begin() const { return Buf.begin(); }
|
|
const char* end() const { return Buf.end()-1; }
|
|
size_t size() const { return Buf.size()-1; }
|
|
bool empty() { return Buf.empty(); }
|
|
void clear() { Buf.clear(); Buf.push_back(0); }
|
|
void append(const char* fmt, ...);
|
|
};
|
|
|
|
// Helper: Key->value storage
|
|
// - Store collapse state for a tree
|
|
// - Store color edit options, etc.
|
|
// Typically you don't have to worry about this since a storage is held within each Window.
|
|
// Declare your own storage if you want to manipulate the open/close state of a particular sub-tree in your interface.
|
|
struct ImGuiStorage
|
|
{
|
|
struct Pair { ImU32 key; int val; };
|
|
ImVector<Pair> Data;
|
|
|
|
void Clear();
|
|
int GetInt(ImU32 key, int default_val = 0);
|
|
void SetInt(ImU32 key, int val);
|
|
void SetAllInt(int val);
|
|
|
|
int* Find(ImU32 key);
|
|
void Insert(ImU32 key, int val);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draw List
|
|
// Hold a series of drawing commands. The user provide a renderer for ImDrawList
|
|
//-----------------------------------------------------------------------------
|
|
|
|
struct ImDrawCmd
|
|
{
|
|
unsigned int vtx_count;
|
|
ImVec4 clip_rect;
|
|
};
|
|
|
|
#ifndef IMGUI_FONT_TEX_UV_FOR_WHITE
|
|
#define IMGUI_FONT_TEX_UV_FOR_WHITE ImVec2(0.f,0.f)
|
|
#endif
|
|
|
|
// sizeof() == 20
|
|
struct ImDrawVert
|
|
{
|
|
ImVec2 pos;
|
|
ImVec2 uv;
|
|
ImU32 col;
|
|
};
|
|
|
|
// Draw command list
|
|
// User is responsible for providing a renderer for this in ImGuiIO::RenderDrawListFn
|
|
struct ImDrawList
|
|
{
|
|
// This is what you have to render
|
|
ImVector<ImDrawCmd> commands; // commands
|
|
ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those
|
|
|
|
// [Internal to ImGui]
|
|
ImVector<ImVec4> clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
|
|
ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
|
|
|
|
ImDrawList() { Clear(); }
|
|
|
|
void Clear();
|
|
void PushClipRect(const ImVec4& clip_rect);
|
|
void PopClipRect();
|
|
void ReserveVertices(unsigned int vtx_count);
|
|
void AddVtx(const ImVec2& pos, ImU32 col);
|
|
void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
|
|
|
|
// Primitives
|
|
void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
|
|
void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
|
|
void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
|
|
void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
|
|
void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
|
void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
|
void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris=false, const ImVec2& third_point_offset = ImVec2(0,0));
|
|
void AddText(ImFont font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end);
|
|
};
|
|
|
|
// Optional bitmap font data loader & renderer into vertices
|
|
// #define ImFont to ImBitmapFont to use
|
|
// Using the .fnt format exported by BMFont
|
|
// - tool: http://www.angelcode.com/products/bmfont
|
|
// - file-format: http://www.angelcode.com/products/bmfont/doc/file_format.html
|
|
// Assume valid file data (won't handle invalid/malicious data)
|
|
// Handle a subset of parameters.
|
|
// - kerning pair are not supported (because ImGui code does per-character CalcTextSize calls, need to turn it into something more stateful to allow kerning)
|
|
struct ImBitmapFont
|
|
{
|
|
#pragma pack(push, 1)
|
|
struct FntInfo
|
|
{
|
|
signed short FontSize;
|
|
unsigned char BitField; // bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeight, bits 5-7: reserved
|
|
unsigned char CharSet;
|
|
unsigned short StretchH;
|
|
unsigned char AA;
|
|
unsigned char PaddingUp, PaddingRight, PaddingDown, PaddingLeft;
|
|
unsigned char SpacingHoriz, SpacingVert;
|
|
unsigned char Outline;
|
|
//char FontName[];
|
|
};
|
|
|
|
struct FntCommon
|
|
{
|
|
unsigned short LineHeight;
|
|
unsigned short Base;
|
|
unsigned short ScaleW, ScaleH;
|
|
unsigned short Pages;
|
|
unsigned char BitField;
|
|
unsigned char Channels[4];
|
|
};
|
|
|
|
struct FntGlyph
|
|
{
|
|
unsigned int Id;
|
|
unsigned short X, Y;
|
|
unsigned short Width, Height;
|
|
signed short XOffset, YOffset;
|
|
signed short XAdvance;
|
|
unsigned char Page;
|
|
unsigned char Channel;
|
|
};
|
|
|
|
struct FntKerning
|
|
{
|
|
unsigned int IdFirst;
|
|
unsigned int IdSecond;
|
|
signed short Amount;
|
|
};
|
|
#pragma pack(pop)
|
|
|
|
unsigned char* Data; // Raw data, content of .fnt file
|
|
int DataSize; //
|
|
bool DataOwned; //
|
|
const FntInfo* Info; // (point into raw data)
|
|
const FntCommon* Common; // (point into raw data)
|
|
const FntGlyph* Glyphs; // (point into raw data)
|
|
size_t GlyphsCount; //
|
|
const FntKerning* Kerning; // (point into raw data)
|
|
size_t KerningCount; //
|
|
int TabCount; // FIXME: mishandled (add fixed amount instead of aligning to column)
|
|
ImVector<const char*> Filenames; // (point into raw data)
|
|
ImVector<int> IndexLookup; // (built)
|
|
|
|
ImBitmapFont();
|
|
~ImBitmapFont() { Clear(); }
|
|
|
|
bool LoadFromMemory(const void* data, int data_size);
|
|
bool LoadFromFile(const char* filename);
|
|
void Clear();
|
|
void BuildLookupTable();
|
|
const FntGlyph * FindGlyph(unsigned short c) const;
|
|
float GetFontSize() const { return (float)Info->FontSize; }
|
|
|
|
ImVec2 CalcTextSize(float size, float max_width, const char* text_begin, const char* text_end, const char** remaining = NULL) const;
|
|
void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices) const;
|
|
};
|