From b6fe5eb4b4f2530fe1e33e145642e347b6723a56 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sat, 23 Jan 2016 12:45:56 +0000 Subject: [PATCH] Cleaned up the top of imgui.h, documenting all types / forward declarations --- imgui.h | 105 +++++++++++++++++++++++-------------------------- imgui_draw.cpp | 1 + 2 files changed, 51 insertions(+), 55 deletions(-) diff --git a/imgui.h b/imgui.h index fcbb1f64c..a6a249d09 100644 --- a/imgui.h +++ b/imgui.h @@ -29,7 +29,7 @@ #define IM_ASSERT(_EXPR) assert(_EXPR) #endif -// Some compilers support applying printf-style warnings to user functions +// Some compilers support applying printf-style warnings to user functions. #if defined(__clang__) || defined(__GNUC__) #define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1)))) #else @@ -37,39 +37,50 @@ #endif // Forward declarations -struct ImDrawCmd; -struct ImDrawList; -struct ImDrawData; -struct ImFont; -struct ImFontAtlas; -struct ImColor; -struct ImGuiIO; -struct ImGuiStorage; -struct ImGuiStyle; +struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call) +struct ImDrawData; // All draw command lists required to render the frame +struct ImDrawList; // A single draw command list (generally one per window) +struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 +struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiStorage; // Simple custom key value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextBuffer; // Text buffer for logging/accumulating text +struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced) +struct ImGuiListClipper; // Helper to manually clip large list of items +// Enumerations (declared as int for compatibility and to not pollute the top of this file) typedef unsigned int ImU32; typedef unsigned short ImWchar; // character for keyboard input/display typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id) typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string) -typedef int ImGuiCol; // enum ImGuiCol_ -typedef int ImGuiStyleVar; // enum ImGuiStyleVar_ -typedef int ImGuiKey; // enum ImGuiKey_ -typedef int ImGuiAlign; // enum ImGuiAlign_ -typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_ -typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_ -typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_ -typedef int ImGuiSetCond; // enum ImGuiSetCond_ -typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_ -typedef int ImGuiSelectableFlags; // enum ImGuiSelectableFlags_ -struct ImGuiTextEditCallbackData; // for advanced uses of InputText() +typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_ +typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_ +typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_ +typedef int ImGuiAlign; // alignment // enum ImGuiAlign_ +typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_ +typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_ +typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_ +typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_ +typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_ +typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_ typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); +// Others helpers at bottom of the file: +// class ImVector<> // Lightweight std::vector like class. +// 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 ImVec2 { float x, y; ImVec2() { x = y = 0.0f; } ImVec2(float _x, float _y) { x = _x; y = _y; } - #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2. IM_VEC2_CLASS_EXTRA #endif @@ -80,25 +91,11 @@ struct ImVec4 float x, y, z, w; ImVec4() { x = y = z = w = 0.0f; } ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } - #ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4. IM_VEC4_CLASS_EXTRA #endif }; -// Helpers at bottom of the file: -// - class ImVector<> // Lightweight std::vector like class. -// - 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 -// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually) -// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks -// - struct ImGuiListClipper // Helper to manually clip large list of items. -// - struct ImColor // Helper functions to created packed 32-bit RGBA color values -// - struct ImDrawList // Draw command list -// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap -// - struct ImFont // Single font - // ImGui end-user API // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types) namespace ImGui @@ -838,7 +835,7 @@ public: inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; } }; -// Helper: execute a block of code once a frame only +// 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: // IMGUI_ONCE_UPON_A_FRAME @@ -920,30 +917,30 @@ struct ImGuiStorage Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; - ImVector Data; + ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. // - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair. - IMGUI_API void Clear(); - IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; - IMGUI_API void SetInt(ImGuiID key, int val); - IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; - IMGUI_API void SetFloat(ImGuiID key, float val); - IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL - IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + IMGUI_API void Clear(); + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. // - A typical use case where this is convenient: // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; // - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application. - IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); - IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0); - IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); // Use on your own storage if you know only integer are being stored (open/close all tree nodes) - IMGUI_API void SetAllInt(int val); + IMGUI_API void SetAllInt(int val); }; // Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used. @@ -1037,13 +1034,12 @@ struct ImGuiListClipper // Draw callbacks for advanced uses. // NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that) -// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element. +// Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc. // The expected behavior from your rendering loop is: // if (cmd.UserCallback != NULL) // cmd.UserCallback(parent_list, cmd); // else // RenderTriangles() -// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state. typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); // Typically, 1 command = 1 gpu draw call (unless command is a callback) @@ -1072,9 +1068,9 @@ struct ImDrawVert ImU32 col; }; #else -// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described by the #define (you can either declare the struct or use a typedef) +// The type has to be described within the macro (you can either declare the struct or use a typedef) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif @@ -1092,7 +1088,6 @@ struct ImDrawChannel // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions). -// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl struct ImDrawList { // This is what you have to render @@ -1114,7 +1109,7 @@ struct ImDrawList ImDrawList() { _OwnerName = NULL; Clear(); } ~ImDrawList() { ClearFreeMemory(); } - IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2. Only apply to rendering. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. Note that the values are (x1,y1,x2,y2) and NOT (x1,y1,w,h). This is passed down to your render function but not used for CPU-side clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); IMGUI_API void PushTextureID(const ImTextureID& texture_id); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 9924d5bdf..32801430c 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -344,6 +344,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) _IdxWritePtr = IdxBuffer.Data + idx_buffer_size; } +// Fully unrolled with inline call to keep our debug builds decently fast. void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);