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@ -1,4 +1,4 @@
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file(GLOB BASE_SRC "*.cpp" "../external/imgui/imgui.cpp" "../external/imgui/imgui_draw.cpp")
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file(GLOB BASE_SRC "*.cpp" "../external/imgui/*.cpp")
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file(GLOB BASE_HEADERS "*.hpp")
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if(WIN32)
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330
external/imgui/README.md
vendored
330
external/imgui/README.md
vendored
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@ -1,330 +0,0 @@
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dear imgui,
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=====
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[](https://travis-ci.org/ocornut/imgui)
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[](https://scan.coverity.com/projects/4720)
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_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for technical support, custom development etc. E-mail: omarcornut at gmail)._
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Monthly donations via Patreon:
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<br>[](http://www.patreon.com/imgui)
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One-off donations via PayPal:
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<br>[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
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Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
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Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
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Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
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Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
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- imgui.cpp
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- imgui.h
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- imgui_demo.cpp
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- imgui_draw.cpp
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- imgui_internal.h
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- imconfig.h (empty by default, user-editable)
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- stb_rect_pack.h
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- stb_textedit.h
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- stb_truetype.h
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No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
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### Usage
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Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
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Code:
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```cpp
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ImGui::Text("Hello, world %d", 123);
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if (ImGui::Button("Save"))
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{
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// do stuff
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}
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ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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```
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Result:
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<br>
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<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
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Code:
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```cpp
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// Create a window called "My First Tool", with a menu bar.
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ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("File"))
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{
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if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
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if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
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if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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// Edit a color (stored as ~4 floats)
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ImGui::ColorEdit4("Color", my_color);
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// Plot some values
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const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
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ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
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// Display contents in a scrolling region
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ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
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ImGui::BeginChild("Scrolling");
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for (int n = 0; n < 50; n++)
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ImGui::Text("%04d: Some text", n);
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ImGui::EndChild();
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ImGui::End();
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```
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Result:
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<br>
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### How it works
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Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
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_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
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Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
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Demo Binaries
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-------------
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You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
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- [imgui-demo-binaries-20180512.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180512.zip) (Windows binaries, Dear ImGui 1.61 WIP built 2018/05/12, 5 executables)
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The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
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Bindings
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--------
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
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_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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Languages: (third-party bindings)
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- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
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- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
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- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
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- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
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- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui)
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- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
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- Java: [jimgui](https://github.com/ice1000/jimgui)
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- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
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- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
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- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
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- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
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- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
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- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
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- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
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- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
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Frameworks:
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- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
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- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
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- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
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- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
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- Unmerged PR: ORX: [#1843](https://github.com/ocornut/imgui/pull/1843)
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- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
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- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [issue #551](https://github.com/ocornut/imgui/issues/551)
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- Flexium/SFML: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
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- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
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- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
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- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
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- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
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- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
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- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
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- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort)
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- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
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- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d)
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- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends)
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- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
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- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
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For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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Roadmap
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-------
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Some of the goals for 2018 are:
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- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542))
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- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709))
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- Make Columns better. (they are currently pretty terrible!)
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- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
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Gallery
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-------
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User screenshots:
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<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
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<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
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<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
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<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
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<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
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<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
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<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
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Various tools
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[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
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[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
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[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
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Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
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Code:
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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```
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```cpp
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ImGui::Text(u8"こんにちは!テスト %d", 123);
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if (ImGui::Button(u8"ロード"))
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{
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// do stuff
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}
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ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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```
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Result:
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<br>
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<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
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References
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----------
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The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
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- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
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- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
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- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
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- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
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- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
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- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
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See the [Wiki](https://github.com/ocornut/imgui/wiki) and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
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Frequently Asked Question (FAQ)
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-------------------------------
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<b>Where is the documentation?</b>
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- The documentation is at the top of imgui.cpp + effectively imgui.h.
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- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
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- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
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- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
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<b>Which version should I get?</b>
|
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I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
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<b>Who uses Dear ImGui?</b>
|
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See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can!
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<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
|
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The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
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<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
|
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<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
|
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<br><b>How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.</b>
|
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<br><b>How can I load a different font than the default?</b>
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<br><b>How can I easily use icons in my application?</b>
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<br><b>How can I load multiple fonts?</b>
|
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<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
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<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
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<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
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<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
|
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<br><b>How can I help?</b>
|
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See the FAQ in imgui.cpp for answers.
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<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
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You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
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You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
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For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
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<b>Can you create elaborate/serious tools with Dear ImGui?</b>
|
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Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
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Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
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<b>Can you reskin the look of Dear ImGui?</b>
|
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You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
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|
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|
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<b>Why using C++ (as opposed to C)?</b>
|
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|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly designed for binding in other languages. I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages.
|
||||
|
||||
Support dear imgui
|
||||
------------------
|
||||
|
||||
<b>How can I help financing further development of Dear ImGui?</b>
|
||||
|
||||
Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
|
||||
|
||||
Monthly donations via Patreon:
|
||||
<br>[](http://www.patreon.com/imgui)
|
||||
|
||||
One-off donations via PayPal:
|
||||
<br>[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
|
||||
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for private support, custom development etc. E-mail: omarcornut at gmail). Thanks!
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
||||
|
||||
I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
|
||||
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||
|
||||
Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
|
||||
|
||||
Double-chocolate sponsors:
|
||||
- Blizzard Entertainment
|
||||
- Media Molecule
|
||||
- Mobigame
|
||||
- Insomniac Games
|
||||
- Aras Pranckevičius
|
||||
- Lizardcube
|
||||
- Greggman
|
||||
- DotEmu
|
||||
|
||||
Salty caramel supporters:
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
|
||||
|
||||
Caramel supporters:
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
|
||||
|
||||
And other supporters; thanks!
|
||||
(Please contact me or PR if you would like to be added or removed from this list)
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
|
||||
6
external/imgui/imconfig.h
vendored
6
external/imgui/imconfig.h
vendored
|
|
@ -33,12 +33,12 @@
|
|||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free(). You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
||||
//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway)
|
||||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
|
|
@ -48,7 +48,7 @@
|
|||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
|
|
|
|||
12694
external/imgui/imgui.cpp
vendored
12694
external/imgui/imgui.cpp
vendored
File diff suppressed because it is too large
Load diff
364
external/imgui/imgui.h
vendored
364
external/imgui/imgui.h
vendored
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.62
|
||||
// dear imgui, v1.65
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
|
|
@ -22,7 +22,9 @@
|
|||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||
|
||||
// Version
|
||||
#define IMGUI_VERSION "1.62"
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
|
||||
#define IMGUI_VERSION "1.65"
|
||||
#define IMGUI_VERSION_NUM 16501
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
|
|
@ -31,12 +33,12 @@
|
|||
#define IMGUI_API
|
||||
#endif
|
||||
#ifndef IMGUI_IMPL_API
|
||||
#define IMGUI_IMPL_API IMGUI_API
|
||||
#define IMGUI_IMPL_API IMGUI_API
|
||||
#endif
|
||||
|
||||
// Helpers
|
||||
#ifndef IM_ASSERT
|
||||
#include <assert.h>
|
||||
#include <assert.h>
|
||||
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
|
||||
#endif
|
||||
#if defined(__clang__) || defined(__GNUC__)
|
||||
|
|
@ -52,6 +54,9 @@
|
|||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast"
|
||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess"
|
||||
#endif
|
||||
|
||||
// Forward declarations
|
||||
|
|
@ -65,60 +70,64 @@ struct ImFont; // Runtime data for a single font within a p
|
|||
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
|
||||
struct ImFontConfig; // Configuration data when adding a font or merging fonts
|
||||
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*obsolete* please avoid using)
|
||||
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
|
||||
struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
|
||||
struct ImGuiStorage; // Simple custom key value storage
|
||||
struct ImGuiStyle; // Runtime data for styling/colors
|
||||
struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||
struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
|
||||
struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
|
||||
struct ImGuiSizeCallbackData; // Structure used to constraint window size in custom ways when using custom ImGuiSizeCallback (rare/advanced use)
|
||||
struct ImGuiListClipper; // Helper to manually clip large list of items
|
||||
struct ImGuiPayload; // User data payload for drag and drop operations
|
||||
struct ImGuiContext; // ImGui context (opaque)
|
||||
#ifndef ImTextureID
|
||||
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
|
||||
#endif
|
||||
struct ImGuiContext; // ImGui context (opaque)
|
||||
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
|
||||
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
|
||||
struct ImGuiListClipper; // Helper to manually clip large list of items
|
||||
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
|
||||
struct ImGuiPayload; // User data payload for drag and drop operations
|
||||
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
|
||||
struct ImGuiStorage; // Helper for key->value storage
|
||||
struct ImGuiStyle; // Runtime data for styling/colors
|
||||
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
|
||||
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
|
||||
|
||||
// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
|
||||
// Use your programming IDE "Go to definition" facility on the names of the right-most columns to find the actual flags/enum lists.
|
||||
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef unsigned short ImWchar; // Character for keyboard input/display
|
||||
typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
|
||||
typedef int ImGuiDataType; // enum: a primary data type // enum ImGuiDataType_
|
||||
typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
|
||||
typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
|
||||
typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
|
||||
typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_
|
||||
typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_
|
||||
typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_
|
||||
typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
|
||||
typedef int ImDrawListFlags; // flags: for ImDrawList // enum ImDrawListFlags_
|
||||
typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
|
||||
typedef int ImGuiBackendFlags; // flags: for io.BackendFlags // enum ImGuiBackendFlags_
|
||||
typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
|
||||
typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
|
||||
typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
|
||||
typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_
|
||||
typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_
|
||||
typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_
|
||||
typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_
|
||||
typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_
|
||||
typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_
|
||||
typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_
|
||||
typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_
|
||||
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
|
||||
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
|
||||
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
|
||||
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
|
||||
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
|
||||
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
|
||||
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
|
||||
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
|
||||
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
|
||||
typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.
|
||||
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
|
||||
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
|
||||
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
|
||||
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
|
||||
typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
|
||||
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
|
||||
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
|
||||
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()
|
||||
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
|
||||
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
|
||||
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
|
||||
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
|
||||
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
|
||||
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
|
||||
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
|
||||
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
|
||||
|
||||
// Scalar data types
|
||||
typedef signed int ImS32; // 32-bit signed integer == int
|
||||
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
|
||||
#if defined(_MSC_VER) && !defined(__clang__)
|
||||
typedef signed __int64 ImS64; // 64-bit signed integer
|
||||
typedef unsigned __int64 ImU64; // 64-bit unsigned integer
|
||||
typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
|
||||
typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
|
||||
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
|
||||
#include <stdint.h>
|
||||
typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
|
||||
typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
|
||||
#else
|
||||
typedef signed long long ImS64; // 64-bit signed integer
|
||||
typedef unsigned long long ImU64; // 64-bit unsigned integer
|
||||
typedef signed long long ImS64; // 64-bit signed integer (post C++11)
|
||||
typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
|
||||
#endif
|
||||
|
||||
// 2D vector (often used to store positions, sizes, etc.)
|
||||
|
|
@ -172,7 +181,7 @@ namespace ImGui
|
|||
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
|
||||
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
|
||||
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
|
||||
IMGUI_API const char* GetVersion(); // get a version string e.g. "1.23"
|
||||
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
|
||||
|
||||
// Styles
|
||||
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
|
||||
|
|
@ -328,17 +337,13 @@ namespace ImGui
|
|||
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
|
||||
IMGUI_API bool Checkbox(const char* label, bool* v);
|
||||
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
|
||||
IMGUI_API bool RadioButton(const char* label, bool active);
|
||||
IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
|
||||
IMGUI_API 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), int stride = sizeof(float));
|
||||
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, 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));
|
||||
IMGUI_API 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), int stride = sizeof(float));
|
||||
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, 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));
|
||||
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
|
||||
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
|
||||
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
|
||||
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
|
||||
|
||||
// Widgets: Combo Box
|
||||
// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it.
|
||||
// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
|
||||
// The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
|
||||
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
|
||||
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
|
||||
|
|
@ -363,21 +368,6 @@ namespace ImGui
|
|||
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||
|
||||
// Widgets: Input with Keyboard
|
||||
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
|
||||
|
||||
// Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
|
||||
// Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
|
||||
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
|
||||
|
|
@ -395,6 +385,22 @@ namespace ImGui
|
|||
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
|
||||
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
|
||||
|
||||
// Widgets: Input with Keyboard
|
||||
// If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/stl/imgui_stl.h
|
||||
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
|
||||
|
||||
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
|
||||
// Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
|
||||
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
|
||||
|
|
@ -425,28 +431,30 @@ namespace ImGui
|
|||
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
|
||||
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
|
||||
|
||||
// Widgets: Selectable / Lists
|
||||
// Widgets: Selectables
|
||||
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
|
||||
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
|
||||
|
||||
// Widgets: List Boxes
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
|
||||
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
|
||||
IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
|
||||
|
||||
// Widgets: Data Plotting
|
||||
IMGUI_API 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), int stride = sizeof(float));
|
||||
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, 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));
|
||||
IMGUI_API 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), int stride = sizeof(float));
|
||||
IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, 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));
|
||||
|
||||
// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
|
||||
IMGUI_API void Value(const char* prefix, bool b);
|
||||
IMGUI_API void Value(const char* prefix, int v);
|
||||
IMGUI_API void Value(const char* prefix, unsigned int v);
|
||||
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
|
||||
|
||||
// Tooltips
|
||||
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
|
||||
IMGUI_API void EndTooltip();
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
|
||||
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
|
||||
// Menus
|
||||
// Widgets: Menus
|
||||
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
|
||||
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
|
||||
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
|
||||
|
|
@ -456,6 +464,12 @@ namespace ImGui
|
|||
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
||||
|
||||
// Tooltips
|
||||
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
|
||||
IMGUI_API void EndTooltip();
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
|
||||
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
|
||||
// Popups
|
||||
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
||||
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
|
||||
|
|
@ -506,13 +520,15 @@ namespace ImGui
|
|||
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
|
||||
|
||||
// Utilities
|
||||
// See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions.
|
||||
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
|
||||
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
|
||||
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
|
||||
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
|
||||
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
|
||||
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
|
||||
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
|
||||
IMGUI_API bool IsItemDeactivatedAfterChange(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
||||
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
IMGUI_API bool IsAnyItemActive();
|
||||
IMGUI_API bool IsAnyItemFocused();
|
||||
|
|
@ -522,7 +538,7 @@ namespace ImGui
|
|||
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
|
||||
IMGUI_API float GetTime();
|
||||
IMGUI_API double GetTime();
|
||||
IMGUI_API int GetFrameCount();
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
|
||||
|
|
@ -546,13 +562,13 @@ namespace ImGui
|
|||
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
|
||||
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
|
||||
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
|
||||
IMGUI_API bool IsMouseDown(int button); // is mouse button held
|
||||
IMGUI_API bool IsMouseDown(int button); // is mouse button held (0=left, 1=right, 2=middle)
|
||||
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held
|
||||
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
|
||||
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
|
||||
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
|
||||
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
|
||||
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
|
||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
|
||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
|
||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
|
||||
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
|
||||
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
|
||||
|
|
@ -595,7 +611,6 @@ enum ImGuiWindowFlags_
|
|||
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
|
||||
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
|
||||
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
||||
//ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders).
|
||||
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
|
||||
ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs, hovering test with pass through.
|
||||
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
|
||||
|
|
@ -605,7 +620,6 @@ enum ImGuiWindowFlags_
|
|||
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
|
||||
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
|
||||
ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
|
||||
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
|
|
@ -617,6 +631,10 @@ enum ImGuiWindowFlags_
|
|||
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
|
||||
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
|
||||
ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
|
||||
|
||||
// [Obsolete]
|
||||
//ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f / style.WindowBorderSize=1.0f to enable borders around windows and items
|
||||
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigResizeWindowsFromEdges and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
|
||||
};
|
||||
|
||||
// Flags for ImGui::InputText()
|
||||
|
|
@ -632,7 +650,7 @@ enum ImGuiInputTextFlags_
|
|||
ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
|
||||
ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
|
||||
ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
|
||||
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
|
||||
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 in callback to discard character.
|
||||
ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
|
||||
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
|
||||
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
|
||||
|
|
@ -641,6 +659,7 @@ enum ImGuiInputTextFlags_
|
|||
ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
|
||||
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
|
||||
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
|
||||
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Allow buffer capacity resize + notify when the string wants to be resized (for string types which hold a cache of their Size) (see misc/stl/imgui_stl.h for an example of using this)
|
||||
// [Internal]
|
||||
ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
|
||||
};
|
||||
|
|
@ -677,7 +696,8 @@ enum ImGuiSelectableFlags_
|
|||
ImGuiSelectableFlags_None = 0,
|
||||
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
|
||||
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
|
||||
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too
|
||||
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
|
||||
ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text
|
||||
};
|
||||
|
||||
// Flags for ImGui::BeginCombo()
|
||||
|
|
@ -705,7 +725,8 @@ enum ImGuiFocusedFlags_
|
|||
};
|
||||
|
||||
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
|
||||
// Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
|
||||
// Note: if you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ!
|
||||
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
|
||||
enum ImGuiHoveredFlags_
|
||||
{
|
||||
ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
|
||||
|
|
@ -716,6 +737,7 @@ enum ImGuiHoveredFlags_
|
|||
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
|
||||
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
|
||||
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
|
||||
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
|
||||
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
|
||||
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
|
||||
};
|
||||
|
|
@ -726,10 +748,11 @@ enum ImGuiDragDropFlags_
|
|||
ImGuiDragDropFlags_None = 0,
|
||||
// BeginDragDropSource() flags
|
||||
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
|
||||
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return true, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
|
||||
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
|
||||
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
|
||||
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
|
||||
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
|
||||
ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
|
||||
// AcceptDragDropPayload() flags
|
||||
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
|
||||
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
|
||||
|
|
@ -791,10 +814,10 @@ enum ImGuiKey_
|
|||
ImGuiKey_COUNT
|
||||
};
|
||||
|
||||
// [BETA] Gamepad/Keyboard directional navigation
|
||||
// Gamepad/Keyboard directional navigation
|
||||
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
|
||||
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
|
||||
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.
|
||||
enum ImGuiNavInput_
|
||||
{
|
||||
// Gamepad Mapping
|
||||
|
|
@ -890,15 +913,17 @@ enum ImGuiCol_
|
|||
ImGuiCol_PlotHistogram,
|
||||
ImGuiCol_PlotHistogramHovered,
|
||||
ImGuiCol_TextSelectedBg,
|
||||
ImGuiCol_ModalWindowDarkening, // Darken/colorize entire screen behind a modal window, when one is active
|
||||
ImGuiCol_DragDropTarget,
|
||||
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
|
||||
ImGuiCol_NavWindowingHighlight, // Gamepad/keyboard: when holding NavMenu to focus/move/resize windows
|
||||
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
|
||||
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
|
||||
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
|
||||
ImGuiCol_COUNT
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
|
||||
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg
|
||||
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
|
||||
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
|
||||
#endif
|
||||
|
|
@ -980,11 +1005,12 @@ enum ImGuiMouseCursor_
|
|||
ImGuiMouseCursor_None = -1,
|
||||
ImGuiMouseCursor_Arrow = 0,
|
||||
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
|
||||
ImGuiMouseCursor_ResizeAll, // Unused by imgui functions
|
||||
ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
|
||||
ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
|
||||
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
|
||||
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
|
||||
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
|
||||
ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
|
||||
ImGuiMouseCursor_COUNT
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
|
|
@ -1035,7 +1061,7 @@ struct ImGuiStyle
|
|||
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
|
||||
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
|
||||
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
|
||||
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
|
||||
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
|
||||
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
|
||||
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
|
||||
|
|
@ -1047,17 +1073,17 @@ struct ImGuiStyle
|
|||
IMGUI_API void ScaleAllSizes(float scale_factor);
|
||||
};
|
||||
|
||||
// This is where your app communicate with ImGui. Access via ImGui::GetIO().
|
||||
// This is where your app communicate with Dear ImGui. Access via ImGui::GetIO().
|
||||
// Read 'Programmer guide' section in .cpp file for general usage.
|
||||
struct ImGuiIO
|
||||
{
|
||||
//------------------------------------------------------------------
|
||||
// Settings (fill once) // Default value:
|
||||
// Configuration (fill once) // Default value:
|
||||
//------------------------------------------------------------------
|
||||
|
||||
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
|
||||
ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end to communicate features supported by the back-end.
|
||||
ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
|
||||
ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
|
||||
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
|
||||
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
|
||||
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
|
||||
|
|
@ -1075,12 +1101,14 @@ struct ImGuiIO
|
|||
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
|
||||
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
|
||||
ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
|
||||
ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
|
||||
ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // [obsolete] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
|
||||
ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // [obsolete: just use io.DisplaySize] If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
|
||||
|
||||
// Advanced/subtle behaviors
|
||||
bool OptMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
|
||||
bool OptCursorBlink; // = true // Enable blinking cursor, for users who consider it annoying.
|
||||
// Miscellaneous configuration options
|
||||
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
|
||||
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
|
||||
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
|
||||
bool ConfigResizeWindowsFromEdges; // = false // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Settings (User Functions)
|
||||
|
|
@ -1098,12 +1126,12 @@ struct ImGuiIO
|
|||
void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
|
||||
// [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
|
||||
// You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
|
||||
void (*RenderDrawListsFn)(ImDrawData* data);
|
||||
#else
|
||||
// This is only here to keep ImGuiIO the same size, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
|
||||
void* RenderDrawListsFnDummy;
|
||||
void* RenderDrawListsFnUnused;
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
|
@ -1111,10 +1139,9 @@ struct ImGuiIO
|
|||
//------------------------------------------------------------------
|
||||
|
||||
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
|
||||
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
|
||||
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
|
||||
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
|
||||
bool KeyCtrl; // Keyboard modifier pressed: Control
|
||||
bool KeyShift; // Keyboard modifier pressed: Shift
|
||||
bool KeyAlt; // Keyboard modifier pressed: Alt
|
||||
|
|
@ -1142,7 +1169,9 @@ struct ImGuiIO
|
|||
float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
|
||||
int MetricsRenderVertices; // Vertices output during last call to Render()
|
||||
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
|
||||
int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
|
||||
int MetricsRenderWindows; // Number of visible windows
|
||||
int MetricsActiveWindows; // Number of active windows
|
||||
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
|
||||
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
|
@ -1151,7 +1180,7 @@ struct ImGuiIO
|
|||
|
||||
ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
|
||||
ImVec2 MouseClickedPos[5]; // Position at time of clicking
|
||||
float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
|
||||
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
|
||||
bool MouseClicked[5]; // Mouse button went from !Down to Down
|
||||
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
|
||||
bool MouseReleased[5]; // Mouse button went from Down to !Down
|
||||
|
|
@ -1175,6 +1204,8 @@ struct ImGuiIO
|
|||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.63 (from Aug 2018)
|
||||
static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
|
||||
// OBSOLETED in 1.61 (from Apr 2018)
|
||||
IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
|
||||
IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags = 0);
|
||||
|
|
@ -1200,8 +1231,6 @@ namespace ImGui
|
|||
static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
|
||||
static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
|
||||
static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
|
||||
// OBSOLETED IN 1.49 (between Apr 2016 and May 2016)
|
||||
static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1 << 5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); }
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
@ -1271,6 +1300,7 @@ public:
|
|||
inline iterator erase_unsorted(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(value_type)); Size--; return Data + off; }
|
||||
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
|
||||
inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
|
||||
inline int index_from_pointer(const_iterator it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
|
||||
};
|
||||
|
||||
// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
|
||||
|
|
@ -1300,6 +1330,14 @@ struct ImGuiOnceUponAFrame
|
|||
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||
struct ImGuiTextFilter
|
||||
{
|
||||
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
|
||||
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
|
||||
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
|
||||
IMGUI_API void Build();
|
||||
void Clear() { InputBuf[0] = 0; Build(); }
|
||||
bool IsActive() const { return !Filters.empty(); }
|
||||
|
||||
// [Internal]
|
||||
struct TextRange
|
||||
{
|
||||
const char* b;
|
||||
|
|
@ -1307,25 +1345,14 @@ struct ImGuiTextFilter
|
|||
|
||||
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 is_blank(char c) { return c == ' ' || c == '\t'; }
|
||||
void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
|
||||
IMGUI_API void split(char separator, ImVector<TextRange>& out);
|
||||
const char* begin() const { return b; }
|
||||
const char* end () const { return e; }
|
||||
bool empty() const { return b == e; }
|
||||
IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
|
||||
};
|
||||
|
||||
char InputBuf[256];
|
||||
ImVector<TextRange> Filters;
|
||||
int CountGrep;
|
||||
|
||||
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
|
||||
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
|
||||
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
|
||||
IMGUI_API void Build();
|
||||
void Clear() { InputBuf[0] = 0; Build(); }
|
||||
bool IsActive() const { return !Filters.empty(); }
|
||||
};
|
||||
|
||||
// Helper: Text buffer for logging/accumulating text
|
||||
|
|
@ -1346,7 +1373,7 @@ struct ImGuiTextBuffer
|
|||
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
};
|
||||
|
||||
// Helper: Simple Key->value storage
|
||||
// Helper: key->value storage
|
||||
// Typically you don't have to worry about this since a storage is held within each Window.
|
||||
// We use it to e.g. store collapse state for a tree (Int 0/1)
|
||||
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
|
||||
|
|
@ -1395,34 +1422,43 @@ struct ImGuiStorage
|
|||
IMGUI_API void BuildSortByKey();
|
||||
};
|
||||
|
||||
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
|
||||
struct ImGuiTextEditCallbackData
|
||||
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
|
||||
// The callback function should return 0 by default.
|
||||
// Special processing:
|
||||
// - ImGuiInputTextFlags_CallbackCharFilter: return 1 if the character is not allowed. You may also set 'EventChar=0' as any character replacement are allowed.
|
||||
// - ImGuiInputTextFlags_CallbackResize: notified by InputText() when the string is resized. BufTextLen is set to the new desired string length so you can update the string size on your side of the fence. You can also replace Buf pointer if your underlying data is reallocated. No need to initialize new characters or zero-terminator as InputText will do it right after the resize callback.
|
||||
struct ImGuiInputTextCallbackData
|
||||
{
|
||||
ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
|
||||
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
|
||||
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
|
||||
void* UserData; // What user passed to InputText() // Read-only
|
||||
bool ReadOnly; // Read-only mode // Read-only
|
||||
|
||||
// CharFilter event:
|
||||
ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
|
||||
// Arguments for the different callback events
|
||||
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
|
||||
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
|
||||
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character or set to zero. return 1 is equivalent to setting EventChar=0;
|
||||
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
|
||||
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
|
||||
int BufTextLen; // Text length in bytes // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
|
||||
int BufSize; // Buffer capacity in bytes // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
|
||||
bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write // [Completion,History,Always]
|
||||
int CursorPos; // // Read-write // [Completion,History,Always]
|
||||
int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection)
|
||||
int SelectionEnd; // // Read-write // [Completion,History,Always]
|
||||
|
||||
// Completion,History,Always events:
|
||||
// If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
|
||||
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
|
||||
char* Buf; // Current text buffer // Read-write (pointed data only, can't replace the actual pointer)
|
||||
int BufTextLen; // Current text length in bytes // Read-write
|
||||
int BufSize; // Maximum text length in bytes // Read-only
|
||||
bool BufDirty; // Set if you modify Buf/BufTextLen!! // Write
|
||||
int CursorPos; // // Read-write
|
||||
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
|
||||
int SelectionEnd; // // Read-write
|
||||
|
||||
// NB: Helper functions for text manipulation. Calling those function loses selection.
|
||||
IMGUI_API void DeleteChars(int pos, int bytes_count);
|
||||
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
|
||||
bool HasSelection() const { return SelectionStart != SelectionEnd; }
|
||||
// Helper functions for text manipulation.
|
||||
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
|
||||
ImGuiInputTextCallbackData();
|
||||
IMGUI_API void DeleteChars(int pos, int bytes_count);
|
||||
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
|
||||
bool HasSelection() const { return SelectionStart != SelectionEnd; }
|
||||
};
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // [OBSOLETE 1.63+] Made the names consistent
|
||||
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
||||
#endif
|
||||
|
||||
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
|
||||
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
|
||||
struct ImGuiSizeCallbackData
|
||||
|
|
@ -1748,18 +1784,28 @@ struct ImFontGlyph
|
|||
|
||||
enum ImFontAtlasFlags_
|
||||
{
|
||||
ImFontAtlasFlags_None = 0,
|
||||
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
|
||||
ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas
|
||||
};
|
||||
|
||||
// Load and rasterize multiple TTF/OTF fonts into a same texture.
|
||||
// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
|
||||
// We also add custom graphic data into the texture that serves for ImGui.
|
||||
// 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
|
||||
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
|
||||
// 3. Upload the pixels data into a texture within your graphics system.
|
||||
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
|
||||
// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
|
||||
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
|
||||
// - One or more fonts.
|
||||
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
|
||||
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
|
||||
// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
|
||||
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
|
||||
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
|
||||
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
|
||||
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
|
||||
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
|
||||
// Common pitfalls:
|
||||
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
|
||||
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
|
||||
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
|
||||
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
|
||||
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
|
||||
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
|
||||
struct ImFontAtlas
|
||||
{
|
||||
IMGUI_API ImFontAtlas();
|
||||
|
|
@ -1767,7 +1813,7 @@ struct ImFontAtlas
|
|||
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
|
||||
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
|
||||
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
|
||||
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership.
|
||||
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
|
||||
IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
|
||||
|
|
@ -1777,8 +1823,9 @@ struct ImFontAtlas
|
|||
|
||||
// Build atlas, retrieve pixel data.
|
||||
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
|
||||
// RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
|
||||
// Pitch = Width * BytesPerPixels
|
||||
// The pitch is always = Width * BytesPerPixels (1 or 4)
|
||||
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
|
||||
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
|
||||
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
||||
IMGUI_API bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
|
||||
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
||||
|
|
@ -1843,6 +1890,7 @@ struct ImFontAtlas
|
|||
// Members
|
||||
//-------------------------------------------
|
||||
|
||||
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
|
||||
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
|
||||
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
|
||||
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
|
||||
|
|
@ -1916,6 +1964,8 @@ struct ImFont
|
|||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
|
||||
|
|
|
|||
917
external/imgui/imgui_demo.cpp
vendored
917
external/imgui/imgui_demo.cpp
vendored
File diff suppressed because it is too large
Load diff
285
external/imgui/imgui_draw.cpp
vendored
285
external/imgui/imgui_draw.cpp
vendored
|
|
@ -1,41 +1,56 @@
|
|||
// dear imgui, v1.62
|
||||
// dear imgui, v1.65
|
||||
// (drawing and font code)
|
||||
|
||||
// Contains implementation for
|
||||
// - Default styles
|
||||
// - ImDrawList
|
||||
// - ImDrawData
|
||||
// - ImFontAtlas
|
||||
// - ImFont
|
||||
// - Default font data
|
||||
/*
|
||||
|
||||
Index of this file:
|
||||
|
||||
// [SECTION] STB libraries implementation
|
||||
// [SECTION] Style functions
|
||||
// [SECTION] ImDrawList
|
||||
// [SECTION] ImDrawData
|
||||
// [SECTION] Helpers ShadeVertsXXX functions
|
||||
// [SECTION] ImFontConfig
|
||||
// [SECTION] ImFontAtlas
|
||||
// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder
|
||||
// [SECTION] ImFont
|
||||
// [SECTION] Internal Render Helpers
|
||||
// [SECTION] Decompression code
|
||||
// [SECTION] Default font data (ProggyClean.ttf)
|
||||
|
||||
*/
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DEFINE_MATH_OPERATORS
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#endif
|
||||
#include "imgui_internal.h"
|
||||
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#if !defined(alloca)
|
||||
#ifdef _WIN32
|
||||
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__)
|
||||
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
|
||||
#elif defined(_WIN32)
|
||||
#include <malloc.h> // alloca
|
||||
#if !defined(alloca)
|
||||
#define alloca _alloca // for clang with MS Codegen
|
||||
#endif
|
||||
#elif defined(__GLIBC__) || defined(__sun)
|
||||
#include <alloca.h> // alloca
|
||||
#else
|
||||
#include <stdlib.h> // alloca
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
|
||||
|
|
@ -60,7 +75,7 @@
|
|||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// STB libraries implementation
|
||||
// [SECTION] STB libraries implementation
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Compile time options:
|
||||
|
|
@ -97,13 +112,14 @@ namespace IMGUI_STB_NAMESPACE
|
|||
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
|
||||
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
#define STBRP_STATIC
|
||||
#define STBRP_ASSERT(x) IM_ASSERT(x)
|
||||
#define STBRP_ASSERT(x) IM_ASSERT(x)
|
||||
#define STBRP_SORT ImQsort
|
||||
#define STB_RECT_PACK_IMPLEMENTATION
|
||||
#endif
|
||||
#ifdef IMGUI_STB_RECT_PACK_FILENAME
|
||||
#include IMGUI_STB_RECT_PACK_FILENAME
|
||||
#else
|
||||
#include "stb_rect_pack.h"
|
||||
#include "imstb_rectpack.h"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
@ -126,7 +142,7 @@ namespace IMGUI_STB_NAMESPACE
|
|||
#ifdef IMGUI_STB_TRUETYPE_FILENAME
|
||||
#include IMGUI_STB_TRUETYPE_FILENAME
|
||||
#else
|
||||
#include "stb_truetype.h"
|
||||
#include "imstb_truetype.h"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
@ -148,7 +164,7 @@ using namespace IMGUI_STB_NAMESPACE;
|
|||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Style functions
|
||||
// [SECTION] Style functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
|
|
@ -194,10 +210,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
|
||||
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
|
||||
}
|
||||
|
||||
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
|
|
@ -243,10 +260,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
|
||||
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
|
||||
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
}
|
||||
|
||||
// Those light colors are better suited with a thicker font than the default one + FrameBorder
|
||||
|
|
@ -293,14 +311,15 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
|||
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
|
||||
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImDrawListData
|
||||
// ImDrawList
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImDrawListSharedData::ImDrawListSharedData()
|
||||
|
|
@ -318,10 +337,6 @@ ImDrawListSharedData::ImDrawListSharedData()
|
|||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImDrawList
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImDrawList::Clear()
|
||||
{
|
||||
CmdBuffer.resize(0);
|
||||
|
|
@ -1204,14 +1219,14 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
|
|||
PathRect(a, b, rounding, rounding_corners);
|
||||
PathFillConvex(col);
|
||||
int vert_end_idx = VtxBuffer.Size;
|
||||
ImGui::ShadeVertsLinearUV(VtxBuffer.Data + vert_start_idx, VtxBuffer.Data + vert_end_idx, a, b, uv_a, uv_b, true);
|
||||
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
|
||||
|
||||
if (push_texture_id)
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImDrawData
|
||||
// [SECTION] ImDrawData
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
|
||||
|
|
@ -1248,14 +1263,16 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Shade functions
|
||||
// [SECTION] Helpers ShadeVertsXXX functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Generic linear color gradient, write to RGB fields, leave A untouched.
|
||||
void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
|
||||
void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
|
||||
{
|
||||
ImVec2 gradient_extent = gradient_p1 - gradient_p0;
|
||||
float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
|
||||
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
|
||||
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
|
||||
for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
|
||||
{
|
||||
float d = ImDot(vert->pos - gradient_p0, gradient_extent);
|
||||
|
|
@ -1267,25 +1284,8 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDra
|
|||
}
|
||||
}
|
||||
|
||||
// Scan and shade backward from the end of given vertices. Assume vertices are text only (= vert_start..vert_end going left to right) so we can break as soon as we are out the gradient bounds.
|
||||
void ImGui::ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x)
|
||||
{
|
||||
float gradient_extent_x = gradient_p1_x - gradient_p0_x;
|
||||
float gradient_inv_length2 = 1.0f / (gradient_extent_x * gradient_extent_x);
|
||||
int full_alpha_count = 0;
|
||||
for (ImDrawVert* vert = vert_end - 1; vert >= vert_start; vert--)
|
||||
{
|
||||
float d = (vert->pos.x - gradient_p0_x) * (gradient_extent_x);
|
||||
float alpha_mul = 1.0f - ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
|
||||
if (alpha_mul >= 1.0f && ++full_alpha_count > 2)
|
||||
return; // Early out
|
||||
int a = (int)(((vert->col >> IM_COL32_A_SHIFT) & 0xFF) * alpha_mul);
|
||||
vert->col = (vert->col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
|
||||
}
|
||||
}
|
||||
|
||||
// Distribute UV over (a, b) rectangle
|
||||
void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
|
||||
void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
|
||||
{
|
||||
const ImVec2 size = b - a;
|
||||
const ImVec2 uv_size = uv_b - uv_a;
|
||||
|
|
@ -1293,11 +1293,12 @@ void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, con
|
|||
size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
|
||||
size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
|
||||
|
||||
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
|
||||
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
|
||||
if (clamp)
|
||||
{
|
||||
const ImVec2 min = ImMin(uv_a, uv_b);
|
||||
const ImVec2 max = ImMax(uv_a, uv_b);
|
||||
|
||||
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
|
||||
vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
|
||||
}
|
||||
|
|
@ -1309,7 +1310,7 @@ void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, con
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFontConfig
|
||||
// [SECTION] ImFontConfig
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImFontConfig::ImFontConfig()
|
||||
|
|
@ -1335,60 +1336,62 @@ ImFontConfig::ImFontConfig()
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFontAtlas
|
||||
// [SECTION] ImFontAtlas
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
|
||||
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
|
||||
const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
|
||||
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
|
||||
{
|
||||
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
|
||||
"..- -X.....X- X.X - X.X -X.....X - X.....X"
|
||||
"--- -XXX.XXX- X...X - X...X -X....X - X....X"
|
||||
"X - X.X - X.....X - X.....X -X...X - X...X"
|
||||
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X"
|
||||
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X"
|
||||
"X..X - X.X - X.X - X.X -XX X.X - X.X XX"
|
||||
"X...X - X.X - X.X - XX X.X XX - X.X - X.X "
|
||||
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X "
|
||||
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X "
|
||||
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X "
|
||||
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X "
|
||||
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X "
|
||||
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X "
|
||||
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X "
|
||||
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X "
|
||||
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX "
|
||||
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------"
|
||||
"X.X X..X - -X.......X- X.......X - XX XX - "
|
||||
"XX X..X - - X.....X - X.....X - X.X X.X - "
|
||||
" X..X - X...X - X...X - X..X X..X - "
|
||||
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - "
|
||||
"------------ - X - X -X.....................X- "
|
||||
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
|
||||
" - X..X X..X - "
|
||||
" - X.X X.X - "
|
||||
" - XX XX - "
|
||||
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
|
||||
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X "
|
||||
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X "
|
||||
"X - X.X - X.....X - X.....X -X...X - X...X- X..X "
|
||||
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X "
|
||||
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX "
|
||||
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX "
|
||||
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX "
|
||||
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X "
|
||||
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X"
|
||||
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X"
|
||||
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X"
|
||||
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X"
|
||||
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X"
|
||||
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X"
|
||||
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X"
|
||||
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X "
|
||||
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X "
|
||||
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X "
|
||||
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X "
|
||||
" X..X - X...X - X...X - X..X X..X - - X........X "
|
||||
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX "
|
||||
"------------ - X - X -X.....................X- ------------------"
|
||||
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
|
||||
" - X..X X..X - "
|
||||
" - X.X X.X - "
|
||||
" - XX XX - "
|
||||
};
|
||||
|
||||
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
|
||||
{
|
||||
// Pos ........ Size ......... Offset ......
|
||||
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
|
||||
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
|
||||
{ ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
|
||||
{ ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
|
||||
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
|
||||
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
|
||||
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
|
||||
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
|
||||
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
|
||||
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
|
||||
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
|
||||
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
|
||||
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
|
||||
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
|
||||
};
|
||||
|
||||
ImFontAtlas::ImFontAtlas()
|
||||
{
|
||||
Flags = 0x00;
|
||||
Locked = false;
|
||||
Flags = ImFontAtlasFlags_None;
|
||||
TexID = NULL;
|
||||
TexDesiredWidth = 0;
|
||||
TexGlyphPadding = 1;
|
||||
|
|
@ -1404,11 +1407,13 @@ ImFontAtlas::ImFontAtlas()
|
|||
|
||||
ImFontAtlas::~ImFontAtlas()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
Clear();
|
||||
}
|
||||
|
||||
void ImFontAtlas::ClearInputData()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
for (int i = 0; i < ConfigData.Size; i++)
|
||||
if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
|
||||
{
|
||||
|
|
@ -1431,6 +1436,7 @@ void ImFontAtlas::ClearInputData()
|
|||
|
||||
void ImFontAtlas::ClearTexData()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
if (TexPixelsAlpha8)
|
||||
ImGui::MemFree(TexPixelsAlpha8);
|
||||
if (TexPixelsRGBA32)
|
||||
|
|
@ -1441,6 +1447,7 @@ void ImFontAtlas::ClearTexData()
|
|||
|
||||
void ImFontAtlas::ClearFonts()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
for (int i = 0; i < Fonts.Size; i++)
|
||||
IM_DELETE(Fonts[i]);
|
||||
Fonts.clear();
|
||||
|
|
@ -1495,6 +1502,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid
|
|||
|
||||
ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
|
||||
IM_ASSERT(font_cfg->SizePixels > 0.0f);
|
||||
|
||||
|
|
@ -1549,13 +1557,15 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
|||
if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f;
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault());
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
|
||||
font->DisplayOffset.y = 1.0f;
|
||||
return font;
|
||||
}
|
||||
|
||||
ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
size_t data_size = 0;
|
||||
void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
|
||||
if (!data)
|
||||
|
|
@ -1577,6 +1587,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
|
|||
// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
|
||||
IM_ASSERT(font_cfg.FontData == NULL);
|
||||
font_cfg.FontData = ttf_data;
|
||||
|
|
@ -1670,6 +1681,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
|
|||
|
||||
bool ImFontAtlas::Build()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
return ImFontAtlasBuildWithStbTruetype(this);
|
||||
}
|
||||
|
||||
|
|
@ -2061,6 +2073,10 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short*
|
|||
out_ranges[0] = 0;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
|
||||
{
|
||||
// Store 2500 regularly used characters for Simplified Chinese.
|
||||
|
|
@ -2210,10 +2226,6 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai()
|
|||
return &ranges[0];
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFontAtlas::GlyphRangesBuilder
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end)
|
||||
{
|
||||
while (text_end ? (text < text_end) : *text)
|
||||
|
|
@ -2249,7 +2261,7 @@ void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFont
|
||||
// [SECTION] ImFont
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImFont::ImFont()
|
||||
|
|
@ -2343,6 +2355,8 @@ void ImFont::GrowIndex(int new_size)
|
|||
IndexLookup.resize(new_size, (unsigned short)-1);
|
||||
}
|
||||
|
||||
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
|
||||
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
|
||||
void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
|
||||
{
|
||||
Glyphs.resize(Glyphs.Size + 1);
|
||||
|
|
@ -2626,11 +2640,32 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
|||
const bool word_wrap_enabled = (wrap_width > 0.0f);
|
||||
const char* word_wrap_eol = NULL;
|
||||
|
||||
// Skip non-visible lines
|
||||
// Fast-forward to first visible line
|
||||
const char* s = text_begin;
|
||||
if (!word_wrap_enabled && y + line_height < clip_rect.y)
|
||||
while (s < text_end && *s != '\n') // Fast-forward to next line
|
||||
s++;
|
||||
if (y + line_height < clip_rect.y && !word_wrap_enabled)
|
||||
while (y + line_height < clip_rect.y)
|
||||
{
|
||||
while (s < text_end)
|
||||
if (*s++ == '\n')
|
||||
break;
|
||||
y += line_height;
|
||||
}
|
||||
|
||||
// For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
|
||||
// Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
|
||||
if (text_end - s > 10000 && !word_wrap_enabled)
|
||||
{
|
||||
const char* s_end = s;
|
||||
float y_end = y;
|
||||
while (y_end < clip_rect.w)
|
||||
{
|
||||
while (s_end < text_end)
|
||||
if (*s_end++ == '\n')
|
||||
break;
|
||||
y_end += line_height;
|
||||
}
|
||||
text_end = s_end;
|
||||
}
|
||||
|
||||
// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
|
||||
const int vtx_count_max = (int)(text_end - s) * 4;
|
||||
|
|
@ -2689,12 +2724,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
|||
{
|
||||
x = pos.x;
|
||||
y += line_height;
|
||||
|
||||
if (y > clip_rect.w)
|
||||
break;
|
||||
if (!word_wrap_enabled && y + line_height < clip_rect.y)
|
||||
while (s < text_end && *s != '\n') // Fast-forward to next line
|
||||
s++;
|
||||
break; // break out of main loop
|
||||
continue;
|
||||
}
|
||||
if (c == '\r')
|
||||
|
|
@ -2781,8 +2812,51 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
|||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Internals Drawing Helpers
|
||||
// [SECTION] Internal Render Helpers
|
||||
// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state)
|
||||
//-----------------------------------------------------------------------------
|
||||
// - RenderMouseCursor()
|
||||
// - RenderArrowPointingAt()
|
||||
// - RenderRectFilledRangeH()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor)
|
||||
{
|
||||
if (mouse_cursor == ImGuiMouseCursor_None)
|
||||
return;
|
||||
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
|
||||
|
||||
const ImU32 col_shadow = IM_COL32(0, 0, 0, 48);
|
||||
const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black
|
||||
const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White
|
||||
|
||||
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
|
||||
ImVec2 offset, size, uv[4];
|
||||
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
|
||||
{
|
||||
pos -= offset;
|
||||
const ImTextureID tex_id = font_atlas->TexID;
|
||||
draw_list->PushTextureID(tex_id);
|
||||
draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow);
|
||||
draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow);
|
||||
draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border);
|
||||
draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill);
|
||||
draw_list->PopTextureID();
|
||||
}
|
||||
}
|
||||
|
||||
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
|
||||
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
|
||||
case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
|
||||
case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
|
||||
}
|
||||
}
|
||||
|
||||
static inline float ImAcos01(float x)
|
||||
{
|
||||
|
|
@ -2852,11 +2926,13 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
|||
draw_list->PathFillConvex(col);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// DEFAULT FONT DATA
|
||||
// [SECTION] Decompression code
|
||||
//-----------------------------------------------------------------------------
|
||||
// Compressed with stb_compress() then converted to a C array.
|
||||
// Compressed with stb_compress() then converted to a C array and encoded as base85.
|
||||
// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
|
||||
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
|
||||
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -2971,6 +3047,8 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i
|
|||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Default font data (ProggyClean.ttf)
|
||||
//-----------------------------------------------------------------------------
|
||||
// ProggyClean.ttf
|
||||
// Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
|
|
@ -2978,7 +3056,8 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i
|
|||
// Download and more information at http://upperbounds.net
|
||||
//-----------------------------------------------------------------------------
|
||||
// File: 'ProggyClean.ttf' (41208 bytes)
|
||||
// Exported using binary_to_compressed_c.cpp
|
||||
// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
|
||||
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
|
||||
//-----------------------------------------------------------------------------
|
||||
static const char proggy_clean_ttf_compressed_data_base85[11980+1] =
|
||||
"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
|
||||
|
|
|
|||
306
external/imgui/imgui_internal.h
vendored
306
external/imgui/imgui_internal.h
vendored
|
|
@ -1,5 +1,5 @@
|
|||
// dear imgui, v1.62
|
||||
// (internals)
|
||||
// dear imgui, v1.65
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
// Set:
|
||||
|
|
@ -36,32 +36,33 @@
|
|||
struct ImRect; // An axis-aligned rectangle (2 points)
|
||||
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
|
||||
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
|
||||
struct ImGuiColMod; // Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColumnData; // Storage data for a single column
|
||||
struct ImGuiColumnsSet; // Storage data for a columns set
|
||||
struct ImGuiContext; // Main imgui context
|
||||
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
|
||||
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
|
||||
struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
|
||||
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
|
||||
struct ImGuiNavMoveResult; // Result of a directional navigation move query result
|
||||
struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
|
||||
struct ImGuiPopupRef; // Storage for current popup stack
|
||||
struct ImGuiSettingsHandler;
|
||||
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
|
||||
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
|
||||
struct ImGuiTextEditState; // Internal state of the currently focused/edited text input box
|
||||
struct ImGuiWindow; // Storage for one window
|
||||
struct ImGuiWindowTempData; // Temporary storage for one, that's the data which in theory we could ditch at the end of the frame
|
||||
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
|
||||
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
|
||||
|
||||
typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
|
||||
typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
|
||||
typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
|
||||
typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
|
||||
typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_
|
||||
typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_
|
||||
typedef int ImGuiNavMoveFlags; // flags: for navigation requests // enum ImGuiNavMoveFlags_
|
||||
typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
|
||||
typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
|
||||
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
|
||||
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
|
||||
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
|
||||
typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d()
|
||||
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
|
||||
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal
|
||||
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior()
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// STB libraries
|
||||
|
|
@ -72,10 +73,10 @@ namespace ImGuiStb
|
|||
|
||||
#undef STB_TEXTEDIT_STRING
|
||||
#undef STB_TEXTEDIT_CHARTYPE
|
||||
#define STB_TEXTEDIT_STRING ImGuiTextEditState
|
||||
#define STB_TEXTEDIT_STRING ImGuiInputTextState
|
||||
#define STB_TEXTEDIT_CHARTYPE ImWchar
|
||||
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
|
||||
#include "stb_textedit.h"
|
||||
#include "imstb_textedit.h"
|
||||
|
||||
} // namespace ImGuiStb
|
||||
|
||||
|
|
@ -97,13 +98,24 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
|
|||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
|
||||
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
|
||||
#ifdef _MSC_VER
|
||||
#define IMGUI_CDECL __cdecl
|
||||
#else
|
||||
#define IMGUI_CDECL
|
||||
#endif
|
||||
|
||||
// Helpers: UTF-8 <> wchar
|
||||
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
|
||||
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
|
||||
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
|
||||
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
|
||||
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
|
||||
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
|
||||
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
|
||||
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
|
||||
|
||||
// Helpers: Misc
|
||||
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
|
||||
|
|
@ -113,12 +125,14 @@ static inline bool ImCharIsBlankA(char c) { return c == ' ' || c =
|
|||
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
|
||||
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; }
|
||||
#define ImQsort qsort
|
||||
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
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);
|
||||
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
|
||||
|
||||
// Helpers: String
|
||||
IMGUI_API int ImStricmp(const char* str1, const char* str2);
|
||||
|
|
@ -201,8 +215,17 @@ static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)
|
|||
// Types
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D and maintenance of some patches)
|
||||
struct ImVec1
|
||||
{
|
||||
float x;
|
||||
ImVec1() { x = 0.0f; }
|
||||
ImVec1(float _x) { x = _x; }
|
||||
};
|
||||
|
||||
enum ImGuiButtonFlags_
|
||||
{
|
||||
ImGuiButtonFlags_None = 0,
|
||||
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
|
||||
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set]
|
||||
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release)
|
||||
|
|
@ -221,12 +244,14 @@ enum ImGuiButtonFlags_
|
|||
|
||||
enum ImGuiSliderFlags_
|
||||
{
|
||||
ImGuiSliderFlags_None = 0,
|
||||
ImGuiSliderFlags_Vertical = 1 << 0
|
||||
};
|
||||
|
||||
enum ImGuiColumnsFlags_
|
||||
{
|
||||
// Default: 0
|
||||
ImGuiColumnsFlags_None = 0,
|
||||
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
|
||||
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
|
||||
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
|
||||
|
|
@ -237,15 +262,15 @@ enum ImGuiColumnsFlags_
|
|||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 3,
|
||||
ImGuiSelectableFlags_PressedOnClick = 1 << 4,
|
||||
ImGuiSelectableFlags_PressedOnRelease = 1 << 5,
|
||||
ImGuiSelectableFlags_Disabled = 1 << 6,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 7
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10,
|
||||
ImGuiSelectableFlags_PressedOnClick = 1 << 11,
|
||||
ImGuiSelectableFlags_PressedOnRelease = 1 << 12,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13
|
||||
};
|
||||
|
||||
enum ImGuiSeparatorFlags_
|
||||
{
|
||||
ImGuiSeparatorFlags_None = 0,
|
||||
ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
|
||||
ImGuiSeparatorFlags_Vertical = 1 << 1
|
||||
};
|
||||
|
|
@ -253,8 +278,10 @@ enum ImGuiSeparatorFlags_
|
|||
// Storage for LastItem data
|
||||
enum ImGuiItemStatusFlags_
|
||||
{
|
||||
ImGuiItemStatusFlags_None = 0,
|
||||
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
|
||||
ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||
};
|
||||
|
||||
// FIXME: this is in development, not exposed/functional as a generic feature yet.
|
||||
|
|
@ -300,6 +327,7 @@ enum ImGuiInputReadMode
|
|||
|
||||
enum ImGuiNavHighlightFlags_
|
||||
{
|
||||
ImGuiNavHighlightFlags_None = 0,
|
||||
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
|
||||
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
|
||||
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2,
|
||||
|
|
@ -308,6 +336,7 @@ enum ImGuiNavHighlightFlags_
|
|||
|
||||
enum ImGuiNavDirSourceFlags_
|
||||
{
|
||||
ImGuiNavDirSourceFlags_None = 0,
|
||||
ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
|
||||
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
|
||||
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
|
||||
|
|
@ -315,6 +344,7 @@ enum ImGuiNavDirSourceFlags_
|
|||
|
||||
enum ImGuiNavMoveFlags_
|
||||
{
|
||||
ImGuiNavMoveFlags_None = 0,
|
||||
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
|
||||
ImGuiNavMoveFlags_LoopY = 1 << 1,
|
||||
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
|
||||
|
|
@ -330,6 +360,12 @@ enum ImGuiNavForward
|
|||
ImGuiNavForward_ForwardActive
|
||||
};
|
||||
|
||||
enum ImGuiPopupPositionPolicy
|
||||
{
|
||||
ImGuiPopupPositionPolicy_Default,
|
||||
ImGuiPopupPositionPolicy_ComboBox
|
||||
};
|
||||
|
||||
// 2D axis aligned bounding-box
|
||||
// NB: we can't rely on ImVec2 math operators being available here
|
||||
struct IMGUI_API ImRect
|
||||
|
|
@ -367,7 +403,7 @@ struct IMGUI_API ImRect
|
|||
};
|
||||
|
||||
// Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColMod
|
||||
struct ImGuiColorMod
|
||||
{
|
||||
ImGuiCol Col;
|
||||
ImVec4 BackupValue;
|
||||
|
|
@ -388,12 +424,12 @@ struct ImGuiGroupData
|
|||
{
|
||||
ImVec2 BackupCursorPos;
|
||||
ImVec2 BackupCursorMaxPos;
|
||||
float BackupIndentX;
|
||||
float BackupGroupOffsetX;
|
||||
float BackupCurrentLineHeight;
|
||||
ImVec1 BackupIndent;
|
||||
ImVec1 BackupGroupOffset;
|
||||
ImVec2 BackupCurrentLineSize;
|
||||
float BackupCurrentLineTextBaseOffset;
|
||||
float BackupLogLinePosY;
|
||||
bool BackupActiveIdIsAlive;
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdPreviousFrameIsAlive;
|
||||
bool AdvanceCursor;
|
||||
};
|
||||
|
|
@ -413,39 +449,44 @@ struct IMGUI_API ImGuiMenuColumns
|
|||
};
|
||||
|
||||
// Internal state of the currently focused/edited text input box
|
||||
struct IMGUI_API ImGuiTextEditState
|
||||
struct IMGUI_API ImGuiInputTextState
|
||||
{
|
||||
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;
|
||||
ImGuiID ID; // widget id owning the text state
|
||||
ImVector<ImWchar> TextW; // 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> TempBuffer; // temporary buffer for callback and other other operations. size=capacity.
|
||||
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
|
||||
int BufCapacityA; // end-user buffer capacity
|
||||
float ScrollX;
|
||||
ImGuiStb::STB_TexteditState StbState;
|
||||
float CursorAnim;
|
||||
bool CursorFollow;
|
||||
bool SelectedAllMouseLock;
|
||||
|
||||
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
|
||||
// Temporarily set when active
|
||||
ImGuiInputTextFlags UserFlags;
|
||||
ImGuiInputTextCallback UserCallback;
|
||||
void* UserCallbackData;
|
||||
|
||||
ImGuiInputTextState() { 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);
|
||||
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
|
||||
};
|
||||
|
||||
// Windows data saved in imgui.ini file
|
||||
struct ImGuiWindowSettings
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID Id;
|
||||
ImGuiID ID;
|
||||
ImVec2 Pos;
|
||||
ImVec2 Size;
|
||||
bool Collapsed;
|
||||
|
||||
ImGuiWindowSettings() { Name = NULL; Id = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
|
||||
ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
|
||||
};
|
||||
|
||||
struct ImGuiSettingsHandler
|
||||
|
|
@ -595,6 +636,7 @@ struct ImGuiNextWindowData
|
|||
struct ImGuiContext
|
||||
{
|
||||
bool Initialized;
|
||||
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()/Render()
|
||||
bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
|
||||
ImGuiIO IO;
|
||||
ImGuiStyle Style;
|
||||
|
|
@ -603,7 +645,7 @@ struct ImGuiContext
|
|||
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
|
||||
ImDrawListSharedData DrawListSharedData;
|
||||
|
||||
float Time;
|
||||
double Time;
|
||||
int FrameCount;
|
||||
int FrameCountEnded;
|
||||
int FrameCountRendered;
|
||||
|
|
@ -621,13 +663,13 @@ struct ImGuiContext
|
|||
float HoveredIdTimer;
|
||||
ImGuiID ActiveId; // Active widget
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
|
||||
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)
|
||||
bool ActiveIdValueChanged;
|
||||
bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state.
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameValueChanged;
|
||||
bool ActiveIdPreviousFrameHasBeenEdited;
|
||||
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;
|
||||
|
|
@ -636,7 +678,7 @@ struct ImGuiContext
|
|||
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
|
||||
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
|
||||
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<ImGuiColorMod> 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)
|
||||
|
|
@ -659,7 +701,9 @@ struct ImGuiContext
|
|||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
int NavScoringCount; // Metrics for debugging
|
||||
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
|
||||
float NavWindowingHighlightTimer;
|
||||
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
|
||||
ImGuiWindow* NavWindowingList;
|
||||
float NavWindowingTimer;
|
||||
float NavWindowingHighlightAlpha;
|
||||
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.
|
||||
|
|
@ -686,13 +730,15 @@ struct ImGuiContext
|
|||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
float ModalWindowDarkeningRatio;
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
|
||||
// Drag and Drop
|
||||
bool DragDropActive;
|
||||
bool DragDropWithinSourceOrTarget;
|
||||
ImGuiDragDropFlags DragDropSourceFlags;
|
||||
int DragDropSourceFrameCount;
|
||||
int DragDropMouseButton;
|
||||
ImGuiPayload DragDropPayload;
|
||||
ImRect DragDropTargetRect;
|
||||
|
|
@ -706,7 +752,7 @@ struct ImGuiContext
|
|||
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
|
||||
|
||||
// Widget state
|
||||
ImGuiTextEditState InputTextState;
|
||||
ImGuiInputTextState InputTextState;
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
||||
|
|
@ -745,6 +791,7 @@ struct ImGuiContext
|
|||
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
|
||||
{
|
||||
Initialized = false;
|
||||
FrameScopeActive = false;
|
||||
Font = NULL;
|
||||
FontSize = FontBaseSize = 0.0f;
|
||||
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
||||
|
|
@ -763,13 +810,13 @@ struct ImGuiContext
|
|||
HoveredIdTimer = 0.0f;
|
||||
ActiveId = 0;
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdIsAlive = 0;
|
||||
ActiveIdTimer = 0.0f;
|
||||
ActiveIdIsAlive = false;
|
||||
ActiveIdIsJustActivated = false;
|
||||
ActiveIdAllowOverlap = false;
|
||||
ActiveIdValueChanged = false;
|
||||
ActiveIdHasBeenEdited = false;
|
||||
ActiveIdPreviousFrameIsAlive = false;
|
||||
ActiveIdPreviousFrameValueChanged = false;
|
||||
ActiveIdPreviousFrameHasBeenEdited = false;
|
||||
ActiveIdAllowNavDirFlags = 0;
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
|
||||
|
|
@ -786,8 +833,8 @@ struct ImGuiContext
|
|||
NavInputSource = ImGuiInputSource_None;
|
||||
NavScoringRectScreen = ImRect();
|
||||
NavScoringCount = 0;
|
||||
NavWindowingTarget = NULL;
|
||||
NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
|
||||
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
NavWindowingToggleLayer = false;
|
||||
NavLayer = 0;
|
||||
NavIdTabCounter = INT_MAX;
|
||||
|
|
@ -805,13 +852,14 @@ struct ImGuiContext
|
|||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
DimBgRatio = 0.0f;
|
||||
OverlayDrawList._Data = &DrawListSharedData;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
DragDropActive = false;
|
||||
DragDropActive = DragDropWithinSourceOrTarget = false;
|
||||
DragDropSourceFlags = 0;
|
||||
DragDropSourceFrameCount = -1;
|
||||
DragDropMouseButton = -1;
|
||||
DragDropTargetId = 0;
|
||||
DragDropAcceptFlags = 0;
|
||||
|
|
@ -851,7 +899,7 @@ 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_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
|
||||
ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
||||
|
|
@ -864,11 +912,11 @@ struct IMGUI_API ImGuiWindowTempData
|
|||
{
|
||||
ImVec2 CursorPos;
|
||||
ImVec2 CursorPosPrevLine;
|
||||
ImVec2 CursorStartPos;
|
||||
ImVec2 CursorStartPos; // Initial position in client area with padding
|
||||
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;
|
||||
ImVec2 CurrentLineSize;
|
||||
float CurrentLineTextBaseOffset;
|
||||
float PrevLineHeight;
|
||||
ImVec2 PrevLineSize;
|
||||
float PrevLineTextBaseOffset;
|
||||
float LogLinePosY;
|
||||
int TreeDepth;
|
||||
|
|
@ -900,15 +948,15 @@ struct IMGUI_API ImGuiWindowTempData
|
|||
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.
|
||||
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
ImVec1 GroupOffset;
|
||||
ImVec1 ColumnsOffset; // 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
|
||||
|
||||
ImGuiWindowTempData()
|
||||
{
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineHeight = PrevLineHeight = 0.0f;
|
||||
CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
LogLinePosY = -1.0f;
|
||||
TreeDepth = 0;
|
||||
|
|
@ -930,9 +978,9 @@ struct IMGUI_API ImGuiWindowTempData
|
|||
TextWrapPos = -1.0f;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
IndentX = 0.0f;
|
||||
GroupOffsetX = 0.0f;
|
||||
ColumnsOffsetX = 0.0f;
|
||||
Indent = ImVec1(0.0f);
|
||||
GroupOffset = ImVec1(0.0f);
|
||||
ColumnsOffset = ImVec1(0.0f);
|
||||
ColumnsSet = NULL;
|
||||
}
|
||||
};
|
||||
|
|
@ -953,7 +1001,7 @@ struct IMGUI_API ImGuiWindow
|
|||
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)
|
||||
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
|
||||
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
|
||||
|
|
@ -963,19 +1011,21 @@ struct IMGUI_API ImGuiWindow
|
|||
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 WantCollapseToggle;
|
||||
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)
|
||||
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
|
||||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
|
||||
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
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;
|
||||
int HiddenFramesRegular; // Hide the window for N frames
|
||||
int HiddenFramesForResize; // Hide the window for N frames while allowing items to be submitted so we can measure their size
|
||||
ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
|
||||
ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
|
||||
ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use.
|
||||
|
|
@ -994,13 +1044,13 @@ struct IMGUI_API ImGuiWindow
|
|||
ImGuiStorage StateStorage;
|
||||
ImVector<ImGuiColumnsSet> ColumnsStorage;
|
||||
float FontWindowScale; // User scale multiplier per-window
|
||||
int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
|
||||
|
||||
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
|
||||
ImDrawList DrawListInst;
|
||||
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
|
||||
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window.
|
||||
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
|
||||
ImGuiWindow* RootWindowForTabbing; // Point to ourself or first ancestor which can be CTRL-Tabbed into.
|
||||
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
|
||||
|
||||
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
|
||||
|
|
@ -1023,6 +1073,7 @@ public:
|
|||
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 GetIDNoKeepAlive(const void* ptr);
|
||||
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
|
||||
|
||||
// We don't use g.FontSize because the window may be != g.CurrentWidow.
|
||||
|
|
@ -1062,21 +1113,36 @@ namespace ImGui
|
|||
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 FocusFrontMostActiveWindowIgnoringOne(ImGuiWindow* ignore_window);
|
||||
IMGUI_API void BringWindowToFront(ImGuiWindow* window);
|
||||
IMGUI_API void BringWindowToBack(ImGuiWindow* window);
|
||||
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
|
||||
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
|
||||
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
||||
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
|
||||
IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
|
||||
IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
|
||||
|
||||
// Init
|
||||
IMGUI_API void Initialize(ImGuiContext* context);
|
||||
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
|
||||
|
||||
IMGUI_API void NewFrameUpdateHoveredWindowAndCaptureFlags();
|
||||
// NewFrame
|
||||
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
|
||||
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
|
||||
IMGUI_API void UpdateMouseMovingWindow();
|
||||
|
||||
// Settings
|
||||
IMGUI_API void MarkIniSettingsDirty();
|
||||
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
|
||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
||||
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
|
||||
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
|
||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
||||
|
||||
// Basic Accessors
|
||||
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
|
||||
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
|
||||
inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
|
||||
|
|
@ -1086,8 +1152,9 @@ namespace ImGui
|
|||
IMGUI_API ImGuiID GetHoveredID();
|
||||
IMGUI_API void SetHoveredID(ImGuiID id);
|
||||
IMGUI_API void KeepAliveID(ImGuiID id);
|
||||
IMGUI_API void MarkItemValueChanged(ImGuiID id);
|
||||
IMGUI_API void MarkItemEdited(ImGuiID id);
|
||||
|
||||
// Basic Helpers for widget code
|
||||
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);
|
||||
|
|
@ -1101,43 +1168,50 @@ namespace ImGui
|
|||
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
|
||||
IMGUI_API void PopItemFlag();
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
|
||||
// Popups, Modals, Tooltips
|
||||
IMGUI_API void OpenPopupEx(ImGuiID id);
|
||||
IMGUI_API void ClosePopup(ImGuiID id);
|
||||
IMGUI_API void ClosePopupToLevel(int remaining);
|
||||
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window);
|
||||
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 ImGuiWindow* GetFrontMostPopupModal();
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
|
||||
|
||||
// Navigation
|
||||
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
|
||||
IMGUI_API bool NavMoveRequestButNoResultYet();
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
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 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 void SetNavID(ImGuiID id, int nav_layer);
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
||||
|
||||
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);
|
||||
// Inputs
|
||||
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
|
||||
inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
|
||||
inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
|
||||
inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; }
|
||||
|
||||
// Drag and Drop
|
||||
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API void ClearDragDrop();
|
||||
IMGUI_API bool IsDragDropPayloadBeingAccepted();
|
||||
IMGUI_API void BeginDragDropTooltip();
|
||||
IMGUI_API void EndDragDropTooltip();
|
||||
|
||||
// FIXME-WIP: New Columns API
|
||||
// New Columns API (FIXME-WIP)
|
||||
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)
|
||||
// Render helpers
|
||||
// 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.
|
||||
// NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
|
||||
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);
|
||||
|
|
@ -1148,32 +1222,54 @@ namespace ImGui
|
|||
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 void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
|
||||
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||
// Render helpers (those functions don't access any ImGui state!)
|
||||
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
|
||||
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
|
||||
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
|
||||
|
||||
// Widgets
|
||||
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 CollapseButton(ImGuiID id, const ImVec2& pos);
|
||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
|
||||
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 and it doesn't have an effect on regular layout.
|
||||
|
||||
// Widgets low-level behaviors
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power);
|
||||
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags = 0);
|
||||
|
||||
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);
|
||||
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
|
||||
IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
|
||||
IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
|
||||
|
||||
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
|
||||
IMGUI_API void TreePushRawID(ImGuiID id);
|
||||
|
||||
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
|
||||
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
|
||||
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, const T v_min, const T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
template<typename T, typename FLOAT_T> IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos);
|
||||
template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
|
||||
|
||||
// InputText
|
||||
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
|
||||
// Color
|
||||
IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
|
||||
IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
|
||||
IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
|
||||
|
||||
// Plot
|
||||
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);
|
||||
|
||||
// Shade functions (write over already created vertices)
|
||||
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
|
||||
IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x);
|
||||
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);
|
||||
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
|
||||
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
|
||||
|
||||
} // namespace ImGui
|
||||
|
||||
|
|
|
|||
5725
external/imgui/imgui_widgets.cpp
vendored
Normal file
5725
external/imgui/imgui_widgets.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
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Add table
Add a link
Reference in a new issue