Comments + adding spacing in headers because VS IDE parser display blocks so badly. Add helper in internal's ImGuiInputTextState. (#4275)
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@ -4459,6 +4459,9 @@ void ImGui::EndFrame()
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CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
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CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
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}
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}
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// Prepare the data for rendering so you can call GetDrawData()
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// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
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// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
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void ImGui::Render()
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void ImGui::Render()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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27
imgui.h
27
imgui.h
@ -343,7 +343,8 @@ namespace ImGui
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IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
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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 float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
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// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
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// Window manipulation
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// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
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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 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 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 SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
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IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
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@ -355,7 +356,7 @@ namespace ImGui
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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 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 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 / top-most. prefer using SetNextWindowFocus().
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IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-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. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
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IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
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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 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 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 SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
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@ -405,6 +406,7 @@ namespace ImGui
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IMGUI_API void PopTextWrapPos();
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IMGUI_API void PopTextWrapPos();
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// Style read access
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// Style read access
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// - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
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IMGUI_API ImFont* GetFont(); // get current font
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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 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 ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
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@ -445,11 +447,15 @@ namespace ImGui
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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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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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// ID stack/scopes
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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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// Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
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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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// - Those questions are answered and impacted by understanding of the ID stack system:
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// - The resulting ID are hashes of the entire stack.
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// - "Q: Why is my widget not reacting when I click on it?"
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// - "Q: How can I have widgets with an empty label?"
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// - "Q: How can I have multiple widgets with the same label?"
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// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
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// 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 "Label##foobar" syntax within widget label to distinguish them from each others.
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// - You can also use the "Label##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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// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
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// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
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// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
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IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
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IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
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IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
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IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
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@ -654,12 +660,14 @@ namespace ImGui
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// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
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// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
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// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
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// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
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// This is sometimes leading to confusing mistakes. May rework this in the future.
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// This is sometimes leading to confusing mistakes. May rework this in the future.
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// Popups: begin/end functions
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// Popups: begin/end functions
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// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
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// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
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// - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
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// - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
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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.
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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.
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IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
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IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
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IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
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IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
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// Popups: open/close functions
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// Popups: open/close functions
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// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
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// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
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// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
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// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
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@ -671,6 +679,7 @@ namespace ImGui
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IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
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IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
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IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
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IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
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IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
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IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
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// Popups: open+begin combined functions helpers
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// Popups: open+begin combined functions helpers
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// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
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// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
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// - They are convenient to easily create context menus, hence the name.
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// - They are convenient to easily create context menus, hence the name.
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@ -679,6 +688,7 @@ namespace ImGui
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IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
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IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
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IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
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IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
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IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
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IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
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// Popups: query functions
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// Popups: query functions
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// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
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// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
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// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
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// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
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@ -715,6 +725,7 @@ namespace ImGui
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IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
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IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
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IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
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IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
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IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
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IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
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// Tables: Headers & Columns declaration
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// Tables: Headers & Columns declaration
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// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
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// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
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// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
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// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
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@ -727,6 +738,7 @@ namespace ImGui
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IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
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IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
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IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
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IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
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// Tables: Sorting
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// Tables: Sorting
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// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
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// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
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// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
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// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
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@ -734,6 +746,7 @@ namespace ImGui
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// wastefully sort your data every frame!
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// wastefully sort your data every frame!
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// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
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// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
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IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
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IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
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// Tables: Miscellaneous functions
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// Tables: Miscellaneous functions
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// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
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// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
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IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
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IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
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@ -744,7 +757,7 @@ namespace ImGui
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IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
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IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
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IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
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IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
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// Legacy Columns API (2020: prefer using Tables!)
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// Legacy Columns API (prefer using Tables!)
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// - You can also use SameLine(pos_x) to mimic simplified columns.
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// - You can also use SameLine(pos_x) to mimic simplified columns.
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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 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 void NextColumn(); // next column, defaults to current row or next row if the current row is finished
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@ -1078,6 +1078,9 @@ struct IMGUI_API ImGuiInputTextState
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void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
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void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
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bool HasSelection() const { return Stb.select_start != Stb.select_end; }
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bool HasSelection() const { return Stb.select_start != Stb.select_end; }
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void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
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void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
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int GetCursorPos() const { return Stb.cursor; }
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int GetSelectionStart() const { return Stb.select_start; }
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int GetSelectionEnd() const { return Stb.select_end; }
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void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
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void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
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};
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};
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