mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
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5ecd605107
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@ -8,7 +8,7 @@
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#pragma once
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// User-editable configuration files (edit stock imconfig.h or define IMGUI_USER_CONFIG to your own filename)
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// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to set your own filename)
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#ifdef IMGUI_USER_CONFIG
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#include IMGUI_USER_CONFIG
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#endif
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@ -37,13 +37,13 @@
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// Helpers
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// Some compilers support applying printf-style warnings to user functions.
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#if 0 // defined(__clang__) || defined(__GNUC__)
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
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#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
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#else
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#define IM_FMTARGS(FMT)
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#define IM_FMTLIST(FMT)
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#endif
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
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#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
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#if defined(__clang__)
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@ -75,13 +75,13 @@ struct ImGuiPayload; // User data payload for drag and drop opera
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struct ImGuiContext; // ImGui context (opaque)
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#ifndef ImTextureID
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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)
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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)
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#endif
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// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file)
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typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
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typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
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typedef unsigned short ImWchar; // character for keyboard input/display
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typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
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typedef unsigned short ImWchar; // Character for keyboard input/display
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typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_
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typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
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@ -116,7 +116,7 @@ struct ImVec2
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float x, y;
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ImVec2() { x = y = 0.0f; }
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ImVec2(float _x, float _y) { x = _x; y = _y; }
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float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, thus an assert is fine.
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float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
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#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
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IM_VEC2_CLASS_EXTRA
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#endif
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@ -136,11 +136,11 @@ struct ImVec4
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// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
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namespace ImGui
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{
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// Context creation and access, if you want to use multiple context, share context between modules (e.g. DLL).
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// Context creation and access
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// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
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// All those functions are not reliant on the current context.
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IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
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IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = Destroy current context
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IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
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IMGUI_API ImGuiContext* GetCurrentContext();
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IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
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@ -152,40 +152,48 @@ namespace ImGui
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IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)
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IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
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// Demo, Debug, Informations
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// Demo, Debug, Information
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IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
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IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
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IMGUI_API bool ShowStyleSelector(const char* label);
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IMGUI_API void ShowFontSelector(const char* label);
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IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
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IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
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IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
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IMGUI_API const char* GetVersion();
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IMGUI_API const char* GetVersion(); // get a version string e.g. "1.23"
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// Styles
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IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // New, recommended style
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IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // Classic imgui style (default)
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IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // Best used with borders and a custom, thicker font
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IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style
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IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // old, classic imgui style (default)
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IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
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// Window
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IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed (so you can early out in your code) but you always need to call End() regardless. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
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IMGUI_API void End(); // always call even if Begin() return false (which indicates a collapsed window)! finish appending to current window, pop it off the window stack.
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // "
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IMGUI_API void EndChild(); // always call even if BeginChild() return false (which indicates a collapsed or clipping child window)
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// Windows
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// (Begin = push window to the stack and start appending to it. End = pop window from the stack. You may append multiple times to the same window during the same frame)
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// Begin()/BeginChild() return false to indicate the window being collapsed or fully clipped, so you may early out and omit submitting anything to the window.
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// However you need to always call a matching End()/EndChild() for a Begin()/BeginChild() call, regardless of its return value (this is due to legacy reason and is inconsistent with BeginMenu/EndMenu, BeginPopup/EndPopup and other functions where the End call should only be called if the corresponding Begin function returned true.)
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// Passing 'bool* p_open != NULL' shows a close widget in the upper-right corner of the window, which when clicking will set the boolean to false.
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// Use child windows to introduce independent scrolling/clipping regions within a host window. Child windows can embed their own child.
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IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
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IMGUI_API void End();
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // Begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
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IMGUI_API void EndChild();
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// Windows Utilities
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IMGUI_API bool IsWindowAppearing();
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IMGUI_API bool IsWindowCollapsed();
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IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
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IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: 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!
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IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
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IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
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IMGUI_API ImVec2 GetWindowSize(); // get current window size
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IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
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IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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IMGUI_API float GetContentRegionAvailWidth(); //
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
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IMGUI_API float GetWindowContentRegionWidth(); //
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IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
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IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
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IMGUI_API ImVec2 GetWindowSize(); // get current window size
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IMGUI_API float GetWindowWidth();
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IMGUI_API float GetWindowHeight();
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IMGUI_API bool IsWindowCollapsed();
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IMGUI_API bool IsWindowAppearing();
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IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
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IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
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IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
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// Windows Scrolling
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IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
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IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
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IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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IMGUI_API ImGuiStorage* GetStateStorage();
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// Parameters stacks (shared)
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IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
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IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
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IMGUI_API void PopStyleVar(int count = 1);
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IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.
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IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color with style alpha baked in.
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IMGUI_API ImFont* GetFont(); // get current font
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IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
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IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
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IMGUI_API void SetCursorPosY(float y); // "
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IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API void AlignTextToFramePadding(); // vertically align/lower upcoming text to FramePadding.y so that it will aligns to upcoming widgets (call if you have text on a line before regular widgets)
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IMGUI_API void SetCursorScreenPos(const ImVec2& screen_pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
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IMGUI_API float GetTextLineHeight(); // ~ FontSize
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IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
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IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
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IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
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// Columns
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// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
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IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
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IMGUI_API int GetColumnIndex(); // get current column index
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IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
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IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
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IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
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IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
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IMGUI_API int GetColumnsCount();
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// ID scopes
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// If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them.
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// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
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// ID stack/scopes
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// Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
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// likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
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// You can also use the "##foobar" syntax within widget label to distinguish them from each others.
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// In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
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// whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
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IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
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IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
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IMGUI_API void PushID(const void* ptr_id);
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IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
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IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
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IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
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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
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// Widgets: Main
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
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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));
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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));
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IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
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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
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// Widgets: Combo Box
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// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it.
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IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
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IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
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IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
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IMGUI_API void EndMenu(); // only call EndBegin() if BeginMenu() returns true!
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IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
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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
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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
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IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
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IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
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// Columns
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// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
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IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
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IMGUI_API int GetColumnIndex(); // get current column index
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IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
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IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
|
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IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
|
||||
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
|
||||
IMGUI_API int GetColumnsCount();
|
||||
|
||||
// Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
|
||||
IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
|
||||
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
|
||||
|
@ -482,15 +493,15 @@ namespace ImGui
|
|||
IMGUI_API ImVec2 GetItemRectMax(); // "
|
||||
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space
|
||||
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 IsWindowFocused(ImGuiFocusedFlags flags = 0); // is current window focused? or its root/child, depending on flags. see flags for options.
|
||||
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags = 0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: 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!
|
||||
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 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();
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
|
||||
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
|
||||
IMGUI_API ImGuiStorage* GetStateStorage();
|
||||
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
|
||||
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
|
||||
|
||||
|
@ -517,7 +528,7 @@ namespace ImGui
|
|||
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 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 positioning at the time of opening popup we have BeginPopup() into
|
||||
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
|
||||
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
|
||||
IMGUI_API void ResetMouseDragDelta(int button = 0); //
|
||||
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
||||
|
@ -813,7 +824,7 @@ enum ImGuiCol_
|
|||
ImGuiCol_PlotHistogram,
|
||||
ImGuiCol_PlotHistogramHovered,
|
||||
ImGuiCol_TextSelectedBg,
|
||||
ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
|
||||
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
|
||||
|
@ -896,12 +907,13 @@ enum ImGuiColorEditFlags_
|
|||
};
|
||||
|
||||
// Enumeration for GetMouseCursor()
|
||||
// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
|
||||
enum ImGuiMouseCursor_
|
||||
{
|
||||
ImGuiMouseCursor_None = -1,
|
||||
ImGuiMouseCursor_Arrow = 0,
|
||||
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
|
||||
ImGuiMouseCursor_ResizeAll, // Unused
|
||||
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
|
||||
|
@ -920,8 +932,8 @@ enum ImGuiCond_
|
|||
{
|
||||
ImGuiCond_Always = 1 << 0, // Set the variable
|
||||
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
|
||||
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
|
||||
ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time)
|
||||
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
|
||||
ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
@ -930,7 +942,7 @@ enum ImGuiCond_
|
|||
};
|
||||
|
||||
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
|
||||
// During the frame, prefer using ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
|
||||
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
|
||||
struct ImGuiStyle
|
||||
{
|
||||
float Alpha; // Global alpha applies to everything in ImGui.
|
||||
|
@ -1121,8 +1133,8 @@ namespace ImGui
|
|||
// Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
|
||||
// Our implementation does NOT call C++ constructors/destructors. This is intentional and we do not require it. Do not use this class as a straight std::vector replacement in your code!
|
||||
// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
|
||||
// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do not use this class as a straight std::vector replacement in your code!
|
||||
template<typename T>
|
||||
class ImVector
|
||||
{
|
||||
|
@ -1137,6 +1149,8 @@ public:
|
|||
|
||||
inline ImVector() { Size = Capacity = 0; Data = NULL; }
|
||||
inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
|
||||
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
|
||||
inline ImVector& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
|
||||
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline int size() const { return Size; }
|
||||
|
@ -1153,25 +1167,25 @@ public:
|
|||
inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
|
||||
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
|
||||
inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
|
||||
inline void swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
|
||||
|
||||
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
|
||||
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
|
||||
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) Data[n] = v; Size = new_size; }
|
||||
inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
|
||||
inline void reserve(int new_capacity)
|
||||
{
|
||||
if (new_capacity <= Capacity)
|
||||
return;
|
||||
T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T));
|
||||
value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
|
||||
if (Data)
|
||||
memcpy(new_data, Data, (size_t)Size * sizeof(T));
|
||||
memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
|
||||
ImGui::MemFree(Data);
|
||||
Data = new_data;
|
||||
Capacity = new_capacity;
|
||||
}
|
||||
|
||||
// NB: &v cannot be pointing inside the ImVector Data itself! e.g. v.push_back(v[10]) is forbidden.
|
||||
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); Data[Size++] = v; }
|
||||
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
|
||||
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
|
||||
inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); }
|
||||
inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
|
||||
|
@ -1189,7 +1203,7 @@ inline void operator delete(void*, ImNewDummy, void*) {} // This is only requ
|
|||
#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
|
||||
template<typename T> void IM_DELETE(T*& p) { if (p) { p->~T(); ImGui::MemFree(p); p = NULL; } }
|
||||
|
||||
// Helper: execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
|
||||
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
|
||||
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
|
||||
struct ImGuiOnceUponAFrame
|
||||
{
|
||||
|
@ -1198,7 +1212,7 @@ struct ImGuiOnceUponAFrame
|
|||
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
|
||||
};
|
||||
|
||||
// Helper macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
|
||||
// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
|
||||
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
|
||||
#endif
|
||||
|
@ -1254,8 +1268,8 @@ struct ImGuiTextBuffer
|
|||
|
||||
// Helper: Simple 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), store color edit options.
|
||||
// This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions)
|
||||
// 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)
|
||||
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
|
||||
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
|
||||
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
|
||||
|
@ -1380,7 +1394,7 @@ struct ImGuiPayload
|
|||
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
|
||||
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
|
||||
|
||||
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
|
||||
// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
|
||||
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
|
||||
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
|
||||
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
|
||||
|
@ -1515,9 +1529,9 @@ struct ImDrawList
|
|||
ImVector<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
|
||||
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
|
||||
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
|
||||
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
||||
|
||||
// [Internal, used while building lists]
|
||||
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
||||
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
|
||||
const char* _OwnerName; // Pointer to owner window's name for debugging
|
||||
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
|
||||
|
@ -1582,6 +1596,7 @@ struct ImDrawList
|
|||
// Advanced
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
|
||||
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
|
||||
|
||||
// Internal helpers
|
||||
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
|
||||
|
@ -1599,18 +1614,20 @@ struct ImDrawList
|
|||
};
|
||||
|
||||
// All draw data to render an ImGui frame
|
||||
// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose)
|
||||
struct ImDrawData
|
||||
{
|
||||
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
|
||||
ImDrawList** CmdLists;
|
||||
int CmdListsCount;
|
||||
int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
|
||||
int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
|
||||
ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
|
||||
int CmdListsCount; // Number of ImDrawList* to render
|
||||
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
|
||||
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
|
||||
|
||||
// Functions
|
||||
ImDrawData() { Clear(); }
|
||||
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // Draw lists are owned by the ImGuiContext and only pointed to here.
|
||||
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: 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!
|
||||
ImDrawData() { Valid = false; Clear(); }
|
||||
~ImDrawData() { Clear(); }
|
||||
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // The ImDrawList are owned by ImGuiContext!
|
||||
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
|
||||
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
|
||||
};
|
||||
|
||||
|
|
|
@ -34,7 +34,6 @@
|
|||
#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
|
||||
#define snprintf _snprintf
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
|
@ -339,6 +338,16 @@ void ImDrawList::ClearFreeMemory()
|
|||
_Channels.clear();
|
||||
}
|
||||
|
||||
ImDrawList* ImDrawList::CloneOutput() const
|
||||
{
|
||||
ImDrawList* dst = IM_NEW(ImDrawList(NULL));
|
||||
dst->CmdBuffer = CmdBuffer;
|
||||
dst->IdxBuffer = IdxBuffer;
|
||||
dst->VtxBuffer = VtxBuffer;
|
||||
dst->Flags = Flags;
|
||||
return dst;
|
||||
}
|
||||
|
||||
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
|
||||
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
|
||||
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
|
||||
|
|
Loading…
Reference in New Issue