Updated imgui.

This commit is contained in:
Branimir Karadžić 2015-05-27 10:51:42 -07:00
parent 6d886da386
commit 5b688c5824
2 changed files with 1057 additions and 432 deletions

File diff suppressed because it is too large Load Diff

View File

@ -73,73 +73,8 @@ struct ImVec4
#endif
};
namespace ImGui
{
// Proxy functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO(). The only reason they exist here is to allow ImVector<> to compile inline.
IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr);
}
// 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).
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
#ifndef ImVector
template<typename T>
class ImVector
{
protected:
size_t Size;
size_t Capacity;
T* Data;
public:
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
ImVector() { Size = Capacity = 0; Data = NULL; }
~ImVector() { if (Data) ImGui::MemFree(Data); }
inline bool empty() const { return Size == 0; }
inline size_t size() const { return Size; }
inline size_t capacity() const { return Capacity; }
inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
inline iterator begin() { return Data; }
inline const_iterator begin() const { return Data; }
inline iterator end() { return Data + Size; }
inline const_iterator end() const { return Data + Size; }
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
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) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }
inline void reserve(size_t new_capacity)
{
if (new_capacity <= Capacity) return;
T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
memcpy(new_data, Data, Size * sizeof(value_type));
ImGui::MemFree(Data);
Data = new_data;
Capacity = new_capacity;
}
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
};
#endif // #ifndef ImVector
// Helpers at bottom of the file:
// - class ImVector<> // Lightweight std::vector like class. Use '#define ImVector std::vector' if you want to use the STL type or your own type.
// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
@ -222,6 +157,8 @@ namespace ImGui
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return true multiple times as you hold them (uses io.KeyRepeatDelay/io.KeyRepeatRate for now)
IMGUI_API void PopButtonRepeat();
// Tooltip
IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
@ -230,15 +167,18 @@ namespace ImGui
IMGUI_API void EndTooltip();
// Popup
IMGUI_API void BeginPopup(bool* p_opened);
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). close childs popups if any. will close popup when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API void EndPopup();
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Layout
IMGUI_API void BeginGroup();
IMGUI_API void BeginGroup(); // once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
IMGUI_API void EndGroup();
IMGUI_API void Separator(); // horizontal line
IMGUI_API void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets or groups to layout them horizontally
IMGUI_API void Spacing(); // add vertical spacing
IMGUI_API void Spacing(); // add spacing
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
@ -277,7 +217,9 @@ namespace ImGui
IMGUI_API void TextV(const char* fmt, va_list args);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
IMGUI_API void TextDisabled(const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextDisabledV(const char* fmt, va_list args);
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
@ -285,7 +227,7 @@ namespace ImGui
IMGUI_API void Bullet();
IMGUI_API void BulletText(const char* fmt, ...);
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
@ -362,9 +304,14 @@ namespace ImGui
IMGUI_API void ListBoxFooter(); // terminate the scrolling region
// Widgets: Menus
// FIXME-WIP: v1.39 in development
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false); // bool enabled = true
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected); // bool enabled = true
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
IMGUI_API void EndMainMenuBar();
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window. only call EndMenuBar() if this returns true!
IMGUI_API void EndMenuBar();
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
IMGUI_API void EndMenu();
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
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
// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare your own within the ImGui namespace!)
IMGUI_API void Value(const char* prefix, bool b);
@ -424,6 +371,10 @@ namespace ImGui
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Proxy functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr);
// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
IMGUI_API const char* GetVersion();
IMGUI_API void* GetInternalState();
@ -454,13 +405,15 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
ImGuiWindowFlags_MenuBar = 1 << 9, // Has a menubar
// [Internal]
ImGuiWindowFlags_ChildWindow = 1 << 9, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 10, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 11, // For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 12, // For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 13, // For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 14 // For internal use by BeginPopup()
ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_ChildMenu = 1 << 26 // Don't use! For internal use by BeginMenu()
};
// Flags for ImGui::InputText()
@ -506,6 +459,7 @@ enum ImGuiKey_
enum ImGuiCol_
{
ImGuiCol_Text,
ImGuiCol_TextDisabled,
ImGuiCol_WindowBg,
ImGuiCol_ChildWindowBg,
ImGuiCol_Border,
@ -515,6 +469,7 @@ enum ImGuiCol_
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
@ -554,6 +509,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_Alpha, // float
ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_WindowMinSize, // ImVec2
ImGuiStyleVar_ChildWindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
@ -568,7 +524,9 @@ enum ImGuiAlign_
ImGuiAlign_Left = 1 << 0,
ImGuiAlign_Center = 1 << 1,
ImGuiAlign_Right = 1 << 2,
ImGuiAlign_Default = ImGuiAlign_Left,
ImGuiAlign_Top = 1 << 3,
ImGuiAlign_VCenter = 1 << 4,
ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top,
};
// Enumeration for ColorEditMode()
@ -647,6 +605,8 @@ struct ImGuiIO
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active)
float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
@ -702,6 +662,7 @@ struct ImGuiIO
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices processed during last call to Render()
int MetricsActiveWindows; // Number of visible windows (exclude child windows)
@ -727,6 +688,67 @@ struct ImGuiIO
// 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).
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
#ifndef ImVector
template<typename T>
class ImVector
{
protected:
size_t Size;
size_t Capacity;
T* Data;
public:
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
ImVector() { Size = Capacity = 0; Data = NULL; }
~ImVector() { if (Data) ImGui::MemFree(Data); }
inline bool empty() const { return Size == 0; }
inline size_t size() const { return Size; }
inline size_t capacity() const { return Capacity; }
inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
inline iterator begin() { return Data; }
inline const_iterator begin() const { return Data; }
inline iterator end() { return Data + Size; }
inline const_iterator end() const { return Data + Size; }
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
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) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline size_t _grow_capacity(size_t new_size) { size_t new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void reserve(size_t new_capacity)
{
if (new_capacity <= Capacity) return;
T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
memcpy(new_data, Data, Size * sizeof(value_type));
ImGui::MemFree(Data);
Data = new_data;
Capacity = new_capacity;
}
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
};
#endif // #ifndef ImVector
// Helper: execute a block of code once a frame only
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage: